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		<summary type="html">&lt;p&gt;2601:188:4101:3060:281D:CB0E:1E79:6E4: /* General Grievous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
*The most consistently balanced faction in the game.&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;
==Faction Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Droid Trooper&#039;&#039;&#039;: when Droids gain suppression tokens, they do not suffer &amp;quot;Suppressed&amp;quot; (i.e., they don&#039;t lose an action if they have as many tokens as their command value). The downside is that they also don&#039;t get the cover boost. If they get enough tokens, they&#039;re still affected by Panic and they Panic &#039;&#039;exactly&#039;&#039; the same as any other unit. The Panic rule states that your unit only makes a single action, which must be a move action towards the nearest table edge; this is fully independent from the Suppressed effect. Lastly, Droid troopers are immune to poison, meaning they don&#039;t gain or resolve poison tokens (from Bossk or Corporate Disagreements for example), but Ion weapons do affect them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A.I.(Action)&#039;&#039;&#039;: if a unit with the A.I. rule is not somehow issued a token during the command phase, when that unit activates, the first action it takes must be the action given, if able.  Fortunately, the B1 and B2 droids have the ability to get around this fairly easily. If there are multiple actions listed, such as Droidekas&#039; &amp;quot;&#039;&#039;AI:Move, Attack&#039;&#039;&amp;quot;, then you must choose one of them- you aren&#039;t required to do both.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coordinate:(unit)&#039;&#039;&#039;: while not technically a Faction Special rule, all B1 droids have it and it can&#039;t be overstated how important it is to the faction. When a unit with the Coordinate rule is issued an order, that unit may automatically issue an order to a unit matching the unit type stated; the units must be at range 1 of each other. If the second unit also has Coordinate, it may do the same to a third unit, and so on, until you run out of units with Coordinate or eligible targets to benefit. You want to make sure your droid units are set up in a way that you can maximize this, as it gets around the A.I. rule; tossing an HQ Uplink or two out there can help. Note however that the units that are given orders by Coordinate are not considered to have been issued the order by the Commander, so they cannot benefit from effects like the Command Cards &amp;quot;You Disappoint Me&amp;quot; and &amp;quot;Crush Them&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Commanders&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army, which often have game changing abilities. Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grievous====&lt;br /&gt;
(170 pts.)&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grievous can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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; (15 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; (5 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, it&#039;s situational. Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs 5 points more and is generally better.&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; (5 pts.) - After drawing a token from the order pool, you may choose to draw another one and choose between the two. It&#039;s just okay. Your baseline troop has &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; and can take an &#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 with a face up order token can remove a suppression when they activate, rather than leaving it to chance. Especially useful thanks to the Coordinate rule. As already stated, make sure you fully take advantage of Coordinate as much as possible.&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; (4 pts.) - You can intentionally gain 1 suppression while being shot at, for cover. With only 2 courage, you risk losing an action on your activation unless you&#039;re also running Strict Orders. Not at all recommended. &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, but can be useful. If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong. Grievous is better off with Strict Orders. Even so, it&#039;s not the worst choice and can see good use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Aim tokens are always nice, especially when you&#039;re chucking black or white dice (and Grievous chucks both, regardless of which weapon he&#039;s currently using). Where this one &#039;&#039;really&#039;&#039; shines is when using &amp;quot;Trained in Your Jedi Arts&amp;quot; Command card. Just make sure some of the targets you&#039;re going to try to hit with that are wounded and BAM, free Aim tokens!&lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) – While performing a move, exhaust this card to gain Tactical 1 (after performing a standard move, gain 1 aim token). Aims are always nice, especially with the dice pool Grievous has. &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. Grievous&#039; only eligible ranged weapon is range 2, and even then, you don&#039;t want Grievous standing still and waiting to use Standby. He needs to rush forward as fast as possible and use Relentless to chop people up. Hard pass.&lt;br /&gt;
&lt;br /&gt;
Seize the Initiative (5 pts.) - Commander or Operative only: during the issue orders step of the command phase, issue an order to yourself and discard this card. Cheap and efficient for what it does. Recommended, unless other upgrades appeal more to you.&lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades will be &#039;&#039;more&#039;&#039; useful.&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. Either this or &#039;&#039;Hunter&#039;&#039; are probably your best choices.&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 melee &#039;&#039;and&#039;&#039; ranged attack option with 2 Black and 2 White dice. Price is a bit high, but this allows him 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. As mentioned earlier, don&#039;t forget that &#039;&#039;&#039;Versatile&#039;&#039;&#039; lets you shoot a ranged attack even when you&#039;re in melee!  &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;
    1 Pip: Trained in Your Jedi Arts - [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;
The range isn&#039;t great but if you can manage to pop this when enemies are clustered (looking in your direction, Clones...), you can really dish out some damage as well as suppression. Versatile means that even if you&#039;re engaged in melee combat, you can make ranged attacks, so wail away on &#039;&#039;everything&#039;&#039;. Unfortunately, despite it clearly being the trophy sabers, you don&#039;t get your normal Pierce/Impact and it will be affected by Cover as it normally would; but you do benefit from Hunter when the targets happen to be wounded. Same for Tenacity if you happen to be wounded and use this to make melee attacks. Also note that the v1.61 version of the rules clarified that you cannot combine this special attack with Arsenal to attack with additional weapons like his pistol; it&#039;s only this attack.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: Supreme Commander - [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;
A few notes: 1) only troopers can be protected by Guardians, so AATs and Droidekas are shit out of luck. 2) A unit with the Guardian keyword cannot be protected by another unit with Guardian; Grievous is safe (since it specifies &amp;quot;another friendly trooper&amp;quot;), but if you want Dooku or B2 squads to be guarded, DO NOT give them face up tokens. 3) You can use multiple units to block out full attacks. If Grievous somehow takes six hits from one attack and there are three crappy B1 squads near him with face up tokens, they can each take two hits and completely spare Grievous any damage. The defending player gets to decide the order in which this happens. Lastly, don&#039;t forget, as mentioned above, if Grievous (or Dooku) has Esteemed Leader, it&#039;ll stack with this. This only applies to characters who have the upgrade.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: Crush Them! - [General Grievous and 2 Troopers] 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;
Not the best command out there, considering you have to already be doing fairly well to get the most out of it. Surge tokens can be nice, but can only do so much. Combined with Aggressive Tactics, though, this can be a nice boost. It turns your 6+ save to a 5+ and can maybe give an extra hit here or there. &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;
At 170 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. Be extremely afraid of suppressive weapons. He also has Block and Impervious, 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 Tenacity (or possibly Hunter) Training to give him a better chance to deal damage to enemy commanders. Be sure to remember that he has &#039;&#039;two&#039;&#039; sabers, not one, as it&#039;s a very unique aspect of him that newer players may not see. Each one throws 1 red, 2 black, and 1 white die, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; (These stack, for Impact 2 and Pierce 2!) Grievous also has &#039;&#039;&#039;Relentless&#039;&#039;&#039;, which allows you to make an attack after you perform a move action. This works with his DT-57 pistol, which throws 2 black and 2 white dice (&#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;) at range 2 or in melee. &#039;&#039;&#039;Versatile&#039;&#039;&#039; allows him to fire this out of melee. Is Vader nearby and with one wound left, but Grievous is stuck in melee with some Stormtrooper goons? No problem! Just use &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039; to fire the pistol at Vader and use the other attack to chop up some Stormies (and if you took Hunter, you&#039;re getting a free Aim token to boot). Arsenal 2 only works with the pistol, too, so it&#039;s more or less a staple.&lt;br /&gt;
&lt;br /&gt;
In regards to terrain, Grievous 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 Grievous can hide 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;
Two of Grievous&#039; three Command Cards are underwhelming, and the third can be very situational (i.e. to get the most out of it, the conditions have to be &#039;&#039;just&#039;&#039; right). This means Grievous is more of a blitzing type of character who wants to move fast, hit hard, and keep moving. Dooku is better for commanding the army, so let Grievous be his attack dog. Grievous is fairly tough, rolling red dice for defense, but he needs a Dodge token to trigger Block and get the most of his defense- and he can&#039;t lean on Force Reflexes for that. Getting and keeping him engaged is arguably his best defense; just choose your opponents wisely.  Don&#039;t let &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; and &#039;&#039;&#039;Impervious&#039;&#039;&#039; fool you, Grievous stands to get very badly hurt if a Jedi or Sith swings back at him.&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;
(200 pts.)&lt;br /&gt;
He trains people in your Jedi arts. Darth Tyranus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, regardless of the unit indicated on the command card.  Same points as an HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander. Situational, but okay. There are other, more valuable Force abilities.&lt;br /&gt;
&lt;br /&gt;
Force Barrier (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can give a B1 squad an annoying durability boost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - Exhaust this card 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 card as a free 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.  The extreme short range limits its usefulness, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action.  This is pretty much an auto-include for any Jedi or Sith, as you need those dodge tokens to trigger Deflect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 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 your attack action for the turn, and it allows Dooku to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using lightning. 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 3 suppression tokens per attack, which is actually kind of good. Just make sure you attack separate targets with each attack to maximize output. If you&#039;ve got the spare points and a Force slot open, doesn&#039;t hurt; or if you know that your opponent brought a tank and you really want that extra Impact punch that Lightning lacks, it doesn&#039;t hurt to take 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.) - Gain an aim token every time you take damage. Meh. You generally don&#039;t want Dooku taking damage. He&#039;s not a tank like Vader. Additionally, his best attack is throwing red dice already, which have a high chance of hitting (88% per die since he has crit surge).  While his lightning is only black dice (with crit surge). You&#039;re basically paying for rerolls only on that, assuming Dooku got hurt prior to activating. Is that worth 5 pts. to you? If so, go for it. There are better options, though.&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. It&#039;s cheap and if you happen to have the slot open, it doesn&#039;t hurt, but there are more useful Force powers out there.&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 or Operative. 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; (15 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. &amp;lt;s&amp;gt;Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects.&amp;lt;/s&amp;gt; No, Dooku has to be the nominated commander, so he can&#039;t combine it with Grievous&#039;s orders, but he can combine it with Coordinate or HQ Uplink. It&#039;s really good. You want this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 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; (5 pts.) - After drawing an order from the order pool, you may draw another one and choose between the two. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of tokens 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 one suppression when they activate, rather than leaving it to chance. In other armies, this is practically a must have. Most of your army is immune to suppression anyway, though, and, with Dooku&#039;s courage 3, they&#039;ll be difficult to panic. If you just can&#039;t be bothered to take Aggressive Tactics and have 5 points to spare, it doesn&#039;t hurt to take this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: Fear, Surprise, and Intimidation - [Count Dooku] Count Dooku gains &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, &#039;&#039;&#039;Relentless&#039;&#039;&#039;, 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. It gives you Arsenal, which allows you to use both the lightsaber and lightning attack in the same turn. Nice start. It also gives your lightning the Versatile rule (as well as Saber Throw if you took it). Versatile allows you to make ranged attacks even if you&#039;re engaged in melee; So you can charge into melee with &#039;&#039;&#039;Relentless&#039;&#039;&#039;, chop someone with a lightsaber attack, and then still use the lightning (or Saber Throw) to shoot someone else (note that Versatile does not allow you to shoot into a melee, it still has to be a ranged attack at someone else). Then the icing on the cake is that all of these attacks drop two extra Suppression tokens in addition to whatever they may have normally done.&lt;br /&gt;
&lt;br /&gt;
Bear in mind, however, that Arsenal still requires you to declare your attack dice pools before rolling any dice, and they would have to be legal targets at that time; So you can&#039;t wait to see how one attack pans out to declare the second. For example, you can&#039;t shoot the lightning with Scatter to push the target into melee and then chop them with a lightsaber (you can&#039;t scatter into melee anyway but that&#039;s besides the point). &lt;br /&gt;
&lt;br /&gt;
    2 Pip: Double The Fall - [Count Dooku and 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 return their order tokens back to their order pool. &lt;br /&gt;
&lt;br /&gt;
So your opponent thought he was going to have Vader take first activation and bulldoze into you?  Think again, my friend. He now has to randomly wait just like everyone else. All you need is that other unit getting it&#039;s order to proc your chain of Coordinate, therefore making your own pool less random!&lt;br /&gt;
&lt;br /&gt;
  3 Pip: You Disappoint Me - [Count Dooku and 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 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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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, Immune: Pierce, Deflect, a red defense die with the ability to convert surges to crits. Don&#039;t be fooled, however, Dooku is much different.&lt;br /&gt;
&lt;br /&gt;
At 200 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his Cunning special rule allows you to potentially activate first to help keep your army one step ahead of your opponent. You&#039;ll get even more perfect order control for a faction that had already perfected it. Master of the Force 2 allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit, as well. His cost is more than justified.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint, either. Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (Impact 2, Pierce 2) with his lightsaber, and at range 1-2 he can do 5 black dice (Pierce 1, Scatter) with his Lightning attack. The Scatter 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! Combine this with Force push to annoy any opponent. Be warned, this may cause resentment and focus fire to be drawn towards Dooku.&lt;br /&gt;
&lt;br /&gt;
Finally, Makashi Master allows you to reduce your Pierce value by 1 on a melee attack to ignore Immune: Pierce. This means, in essence, if you&#039;re fighting in melee against another Jedi or Sith, you get to actually use Pierce 1. If you roll at least one hit, you&#039;re guaranteed to get at least one wound on them (unless something really wonky happens, like Obi-Wan somehow using Knowledge and Defense and Soresu to block for Luke in a Republic-Rebel team-up). It&#039;s not game-breaking but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Despite being a powerful Sith Lord who specializes in fencing, Dooku prefers to confuse and mess with his opponent. He can really screw with enemies by using his lightning attack, Force Push, Makashi and his command cards. Also bear in mind that he&#039;s the only lightsaber wielder in the game who doesn&#039;t have built-in Charge or Relentless (he can get Relentless from one of his Command Cards, though!). I mean, seriously, even Grievous has Relentless! Anyway, this means you&#039;ll need to be smart about how he engages his foes. Make use of his cards and abilities to get your enemies where you want them, and then pounce. Or make Grievous do it. Droids are the least affected by the cost of their units, due to how cheap others are. Taking Dooku with another Commander or Operative isn&#039;t entirely out of the question. &lt;br /&gt;
&lt;br /&gt;
Dooku and Maul are especially scary in Skirmish matches!&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Operatives&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
====[[Genestealer_Hybrids#Kelermorph_Hybrids|Cad Bane]]====&lt;br /&gt;
(125 pts.)&lt;br /&gt;
Cad Bane is a Duros bounty hunter. Imagine a [[Tau]] with kung fu training who&#039;s devoted his life to &#039;&#039;the greater greed&#039;&#039;, throw in some desperado gunslinger clichés, and you get the idea. He also has a nice hat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electro Gauntlets&#039;&#039; (10 pts) - exhaust to do a melee attack throwing 4 red dice with Suppressive and Immobilize 3. You can also move Bane if he&#039;s engaged with an enemy unit that has one or more Immobilized tokens, even if this card is exhausted. An extremely nice way to slap a Jedi or Sith and then run away so they can get shot by your Clankers and AATs.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Helps with the lad’s survivability and benefits his Danger Sense 2.&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 he needs suppression for Danger Sense and his two pip command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - 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;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not super useful considering his pistol is only range 2 and he has &#039;&#039;Steady&#039;&#039; to move and shoot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  A pretty good choice, especially if you also take the Electro-gauntlets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Offensive Push is always a nice upgrade, and Cade Bane does want to stay on the move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. With this, you can make Bane even more annoying to deal with, if he somehow gets dodge tokens!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Bane is better off doing other things than being a token factory. Hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Overall, a really good upgrade, but not really necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This can be useful, especially with how cheap it is. Keep in mind, though, that Cad Bane does have Jump 1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. This can be deceptively useful, and, if nothing else catches your interest, isn&#039;t the worst use of a single point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Always useful as a backup option, if nothing else watches your eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not terrible but not great either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: I&#039;m Your Worst Nightmare - [Cad Bane] Cad Bane gains &#039;&#039;&#039;Uncanny Luck 2&#039;&#039;&#039; and gets to perform up to 2 attack actions this round. &lt;br /&gt;
&lt;br /&gt;
Combined with Steady and Jump 1, Bane can use this on an all-in turn to finish off a unit (maybe securing a Bounty) and safely retreat on top of or behind LOS-blocking terrain. Just make sure that you took an HQ Uplink so you don’t totally screw the rest of your units this round. Combos with his Electro Gauntlets in the (situational) instance that he is engaged with an enemy melee unit; assuming he gets at least one wound off on the Gauntlets attack, he can safely take a speed-2 move away and throw a parting shot into the now-immobilized unit.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: I&#039;m in Control - [Cad Bane and 1 Unit] At the start and end of his activation, Cad Bane may transfer any number of suppression tokens he has onto any number of enemy trooper units within range 1-2.  Any enemy unit that receives at least one token this way also gains an Immobilize token. &lt;br /&gt;
&lt;br /&gt;
Amazing. Get a few suppression on Bane and then not only does he get rid of as many as you want, but he uses them to stop the enemy in their tracks.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: I Make The Rules Now - [Cad Bane] One of the fun new &#039;&#039;&#039;Divulge&#039;&#039;&#039; cards. During the Deploy Units step, you can reveal this card to your opponent in order to place 3 unique Bane tokens face-down on the battlefield beyond range 1 of any deployment zone. Cad Bane does not get deployed, and you have to play this card on round 1. If you choose not to use the Divulge effects, you get to place 1 Bane tokens face-down within range 1 of Cad Bane and another beyond range 1 of all enemy units.&lt;br /&gt;
&lt;br /&gt;
Bane Tokens work a lot like mines, and trigger when a mini moves, deploys, or is placed at range 1 of an enemy Bane token and has LOS to it. Alternatively, Cad Bane’s player can reveal a friendly Bane token at the start of any round and resolve its effects, which are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Here I Am&#039;&#039;: As long as Cad Bane is not already defeated, his Here I Am token is replaced by his miniature and he keeps any tokens that were assigned to him. If he was not deployed due to the effects of the Divulge portion of his 3-pip, he also issues himself an order when you replace the token with his mini. This token is awesome for objective grabbing. Nothing says you can’t chuck one of these suckers up against a Recover the Supplies crate, or nice and cozy right next to the center enemy Corps unit in Hostage Exchange. Without his Divulge, it can be set behind LOS-blocking cover to provide a quick escape if you expect him to get focused down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Kablamo!&#039;&#039;: A fun surprise for your opponent, the token triggers just like a mine and makes an area attack using the weapon listed on Bane’s 3-pip. It throws 2 red and 2 black dice at range 1 with &#039;&#039;&#039;Blast&#039;&#039;&#039;, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, with surge to crit. Very nice against troopers, and pretty good value against Armor units with Impact and surges. Without Divulge, its offensive use is diminished slightly since you have to throw it out of its detonation range from enemy units, but it could be used to cover your retreat with Bane or help close off avenues to objectives for your opponent. With Divulge, it lets you play mind games with Bane’s last token. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Smoke and Mirrors&#039;&#039;: No fun effects, boo! This token is just removed from the battlefield when it is revealed. S&amp;amp;M lets you fake-out your opponent, leaving them guessing which token is the Kablamo! mine and which one is the dud (or the Here I Am token in scenarios where you don’t need to clutch a center objective token). Just please, for the love of God, do not choose this token without the Divulge effect...unless you &#039;&#039;really&#039;&#039; enjoy messing with the enemy. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
He&#039;s 50 pts cheaper than Grievous and checks in with 6 wounds, 3 courage, and throwing white dice with surge on defense. He&#039;s not the toughest guy around, as you can see. Bane has the &#039;&#039;&#039;Danger Sense 2&#039;&#039;&#039; rule, allowing him to roll extra defense dice when attacked, one extra per suppression, to a maximum of two  He moves at speed-2 and has &#039;&#039;&#039;Jump 1&#039;&#039;&#039; along with &#039;&#039;&#039;Steady&#039;&#039;&#039; (can make a free ranged attack after moving), allowing him to maneuver deftly around the battlefield. Speaking of attacking, he has built-in normal surge and throws 3 black in melee, as well as being able to shoot his pistol for 4 black at range 1-2 with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. He also has &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; and &#039;&#039;&#039;Bounty&#039;&#039;&#039;, as if all that weren&#039;t enough.&lt;br /&gt;
&lt;br /&gt;
Bane adds even more complexity to Sep lists with his slippery play style. It’s good that he’s so slippery, because you shouldn’t be relying on suppression and Danger Sense 2 to tank more than one round of concentrated fire before he gets wiped off the table. Jump 1 and Steady will let you hop around LOS-blocking terrain and heavy cover while staying in range 2 for his pistols and &#039;&#039;I’m In Control&#039;&#039; (which still works when you don’t have LOS to enemy units). That built-in mobility combined with the Divulge effects of &#039;&#039;I Make the Rules Now&#039;&#039; lets him pop up nearly anywhere on the battlefield to flank your opponent, snag their objective tokens, or chase down those pesky Secret Mission units (Looking at you, R2!). &lt;br /&gt;
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Unlike other Sep units released thus far, he plays pretty nicely with separating off of your main droid chain to do lone wolf things on the other side of the table. Strongly consider him in lists that utilize trooper-based objectives, like Recover the Supplies or Hostage Exchange, just remember to bring at least one HQ Uplink since two of his command cards only give orders to himself. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maul====&lt;br /&gt;
(160 pts.)&lt;br /&gt;
At last. Maul is the second Operative unit to be added to the CIS. This is the sneaky Sith Apprentice version of Maul as opposed to the Clone Wars TV series Maul or grizzled crime lord Maul in Solo.&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;
&amp;lt;B&amp;gt;Training Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. No real benefits for Maul in this, but can be somewhat useful to gain cover. Minor pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. A case could be made for this on Maul since force-users are usually bullet magnets in most games, but with his 2-pip and general mobility, Maul can stay out of most situations where your opponent can pile them on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This can synergize with his 1-pip &#039;&#039;At Last&#039;&#039; on turns where you&#039;re looking to gank or finish off a force user that&#039;s already been wounded. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) – While performing a move, exhaust this card to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (after performing a standard move, gain 1 aim token). Aims are always nice, and with Juyo&#039;s &amp;quot;free&amp;quot; recover you can get this back along with any other exhaustible upgrade cards.&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 ranged weapons, no reason to take this. Why is this even an option?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seize the Initiative&#039;&#039; (5 pts.) - Commander or Operative only: during the issue orders step of the command phase, issue an order to yourself and discard this card. Cheap and efficient for what it does, this essentially lets you guarantee Maul goes first off a Cunning Dooku 1-pip turn. If you find you don&#039;t need the second training slot for another upgrade, definitely consider this.&lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades are better for Maul, sadly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. A fantastic choice on a unit that already wants to be wounded for Juyo and can activate this himself with &#039;&#039;At Last&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
&lt;br /&gt;
Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Mauls gets more use out of deflect. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
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&amp;lt;B&amp;gt;Force Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Would be more useful if Maul was a commander or if his command cards synergized with this, but for now this is not useful at all. Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Barrier&#039;&#039; (10 pts.) - You can exhaust this card when your opponent attacks a friendly unit at range-1 of you, and during the Modify Attack Dice step, you can cancel either 1 crit result or up to 2 hit results. Can be nice for protecting your corps units or expensive special forces heavy weapon groups, but most of the time Maul is going to be much further away to get any value out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - Exhaust this card to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. Would be more useful if he could use this on himself, but can see some use with BX squads or other equally as aggressive units. Not amazing, but not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this card as a free 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. So much can be done with this one card, I&#039;d say it should be stapled to Maul in every list you include him in. No MOTF to get it back sucks, but he can recover &amp;quot;for free&amp;quot; with Juyo in order to get this back after he uses it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Pretty good on most force-users. Juyo also gives Maul a reason to actually take a dodge action combined with Defensive Stance, so this could be redundant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 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). Lets Maul throw 4 red (remember, you choose the half of the dice pool being used!) at range 1-2 as an attack action. Juyo lets Maul peekaboo with this in a move-throw-move turn, with Jump giving you the option to deny an opponent&#039;s unit cover if you can get above them.&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. Can be activated by &#039;&#039;At Last&#039;&#039; as well. Aims are always welcome, whether or not you think they&#039;re more needed than another force power is up to you. Maul is throwing 4 white dice on top of his 4 red, so rerolls aren&#039;t exactly bad. &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 Maul has to &#039;&#039;activate&#039;&#039; that close for it to work.  It&#039;s cheap and if you happen to have the slot open, it doesn&#039;t hurt, but there are more useful Force powers out there.&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 Operative. An amazing force power that lets you snipe objective tokens attached to unit leaders or heavy weapon minis in order to neuter a unit. It does exhaust which sucks with no MOTF, but the &amp;quot;free&amp;quot; recover off of Juyo will let you get this back, along with any other exhaustible upgrades.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;
    1 Pip: Duel of the Fates - [Maul] Maul gains 1 dodge token and Disengage. While Maul is engaged with an enemy unit, that unit cannot spend aim, dodge, standby, or surge tokens. &lt;br /&gt;
&lt;br /&gt;
Melee units love Disengage, as it allows you to leave less favorable engagements and either escape or dive into a more important target. The secondary effect is a gigantic FU to units that rely on their tokens like clones or Force-users with dodges; For example, play this on the same turn your opponent plays &#039;&#039;Knowledge and Defense&#039;&#039; and watch him cry over his useless pile of dodge tokens while you take down a significantly defanged Obi-Wan.&lt;br /&gt;
&lt;br /&gt;
 1 Pip: At Last - [Maul] While building a command hand, this card is treated as having 3 pips. Maul gains an aim token and &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039;, and when he activates, he may suffer 1 wound. &lt;br /&gt;
&lt;br /&gt;
This card lets you use not two but THREE 1-pip command cards, guaranteeing you a chance to go first 3 rounds out of 6 (depending on what your opponent plays). This is your &amp;quot;I need &#039;&#039;Insert Unit&#039;&#039; dead, and I need them dead NOW&amp;quot; card. Jedi Hunter gets you surge to crit for one round, and the aim token is just gravy. The &amp;quot;may suffer 1 wound&amp;quot; portion is your Juyo activator in case you haven&#039;t taken any damage yet, and note that you don&#039;t have to take the wound if you don&#039;t want to for whatever reason (if you&#039;re already wounded, for example). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 2 Pip: The Phantom Menace - [Maul and 1 Trooper] This card has two separate effects, depending on how you play it. For the first portion, you can play this like any other command card and issue an order to Maul and another trooper. Maul cannot attack this round, and enemy units beyond range-2 of Maul cannot attack him. The second portion is a Divulge effect: during the Deploy Units Step, Maul gains &#039;&#039;&#039;Infiltrate,&#039;&#039;&#039; and during the first round, Maul and friendly DRK-1 Sith Probe Droids cannot perform objective card actions. Discard this card after it is revealed by Divulge.&lt;br /&gt;
&lt;br /&gt;
The first part is basically pseudo-&#039;&#039;&#039;Incognito&#039;&#039;&#039; for a turn, which is not bad at all. You can use it to jog across the long side of the board towards your opponent&#039;s flank or back objectives without having to worry about getting blown up by their corps units on the way. The second part officially makes Maul the first infiltrating force-user (with some caveats), and this lets you do what Cad does with &#039;&#039;I Make the Rules Now&#039;&#039; and start much closer to either your opponent&#039;s units or the objectives.&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;
Coming in at 160 points with no upgrades, he&#039;s got 6 wounds, 3 courage, and he&#039;s got red defense dice (no surging offensively or defensively). In terms of keywords, he&#039;s got &#039;&#039;&#039;Jump 1,&#039;&#039;&#039; &#039;&#039;&#039;Deflect,&#039;&#039;&#039; and &#039;&#039;&#039;Immune Pierce,&#039;&#039;&#039; all standard issue for force-users thus far. Where he differs from the rest, however, is in his lightsaber style &#039;&#039;&#039;Juyo Mastery,&#039;&#039;&#039; which allows him to take 1 additional action during his activation as long as he is wounded. Extra actions on a force-user is absolutely amazing for saber users, and more than makes up for him not having Master of the Force X. You can move-move-attack, move-force push-force choke-attack-recover, move-claim objective-jump... There are a lot of combos that are possible with this keyword. He throws 4 red and 4 white in melee with &#039;&#039;&#039;Impact 2&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 2,&#039;&#039;&#039; so he&#039;s no slouch in melee either.&lt;br /&gt;
&lt;br /&gt;
More needs to be added to his Tactics, after players have further tested him. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corps&#039;&#039;&#039;===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
(36 pts.) &#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#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;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 hits to become crits when fired at a target with Armor.  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.  Be aware though- Range 4, rather than the range 3 of your normal E-5&#039;s, means that if AI:Attack triggers and you&#039;re only within range 4 of enemies, you lose out on the rest of the squad&#039;s shooting (white dice may suck but if you aren&#039;t rolling them they have zero chance of hitting).  Ensure that this squad gets an order as often as possible until you reach range 3, or take a security droid (see below).&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 one surge into a crit. It&#039;s not bad- throwing red dice with the bots is a welcome change of pace, as is the critical so you can actually use one of those surges.  Like with the E-60R droid, be wary of the range 4; you may want to consider taking a security droid if you take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (22 pts.) - Adds a &#039;bot with... a radiation cannon.  Has range 1-2, doing two red damage and the targeted unit gains a poison token if successfully wounded by your attack (at the end of the unit&#039;s next activation, each poison token on a unit causes one wound and is removed).  The red dice are very welcome, as is the extra damage from poison, but the short range may be off-putting.&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; (5 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;OOM-Series Battle Droid&#039;&#039; (9 pts.) - Adds an OOM-series droid.  Remember that one droid in &#039;&#039;The Phantom Menace&#039;&#039; with yellow on his head and he seemed to almost have a brain?  It&#039;s one of those.  He increases his unit&#039;s Coordination range to 2, and becomes the new squad leader.  Could be useful to anchor a battle line if you&#039;re worried about not being able to Coordinate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (7 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, or if he is too busy stabbing people to give orders.&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; (5 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 (or 41 pts. if using the reduced cost from the rules errata) to accomplish this.  Not useless, but not great, either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another 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.  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; or &amp;quot;You Disappoint Me&amp;quot; won&#039;t apply to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.  Extremely useful when doing missions involving Disarray or Rapid Reinforcements, as your clankers are even worse than usual when you can&#039;t issue orders to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3.  It&#039;s a good use of some leftover points if your force is spread out.  However, if you&#039;ve got a spare Command slot on your general, Commanding Presence (which was reduced in cost to 5 pts. by the rules errata) is probably better since it&#039;s not restricted to a single unit like this upgrade is.&lt;br /&gt;
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&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;
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 for your opponent to spread their fire, in the latter. &lt;br /&gt;
&lt;br /&gt;
These guys come with &#039;&#039;&#039;A.I.: Attack&#039;&#039;&#039; but also &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039;. As often as possible, you want to use Coordinate to ensure that your troopers don&#039;t fall into being forced to attack when you don&#039;t quite want them to yet. Equipping one or two squads with an HQ Uplink can be extremely useful. Coordinate also activates off itself, so, yes, you want to make a daisy chain of B1s. The final coordinate can be used to order a B2 unit, or something similar.&lt;br /&gt;
&lt;br /&gt;
As in the various movies and cartoons, the B1 clankers are just awful. But there&#039;s a lot of them!  A full 8 droid squad including an E-5C is only 60 points; the nearest enemy equivalent is a 6 man Rebel squad with Z-6 for the same points. Treat the clankers as essentially a 7 man bodyguard for their heavy weapon, and soften up enemies for your heavier hitters like Grievous or Dooku.&lt;br /&gt;
&lt;br /&gt;
These guys are your objective grabbers: they&#039;re numerous, cheap, and don&#039;t get suppressed. Run 6 squads of these stupid duck robots and just dogpile on any and all objective tokens. Your opponent will have to dedicate a large amount of firepower and attention to blasting a bare MINIMUM of 36 models off the table, or risk losing the game. Every non-B1 unit in the CIS hits like a truck, so if your opponent is trying to shoot 36 models who are on objectives, he is ignoring the units that bring the real pain.&lt;br /&gt;
&lt;br /&gt;
With how cheap these toasters are, feel free to treat yourself and also take another expensive unit or two!&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;
(45 pts.) Watch those wrist rockets!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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; (24 pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice. Gives some much needed punch in an army that, aside from its commanders, generally lacks it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (30 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 &#039;&#039;&#039;Cycle&#039;&#039;&#039; (at the end of an activation where you did not use the card, you may ready it). A pretty powerful AT gun that even has increased range over the basic wrist blasters you&#039;re usually using, and giving the attack pool &#039;&#039;Blast&#039;&#039; is a nice icing on the cake. As with the B1 snipers and missiles, this can muck with the AI rule a little bit so be aware of that. Due to the Cycle rule, it&#039;s best to use this on turn one or two, so it can refresh during the next one. &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; (13 pts.) - Adds another big &#039;bot to the unit. Not bad, but 13 points may be better spent on extra B1 droids. &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; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not a horrible choice since these guys need to get up pretty close anyway, but there may be better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. &lt;br /&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 when need that unit to activate when you need it to, to get around the AI rule, 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. Honestly though, this is usually better on B1 squads so that you can then use Coordinate to get more orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields. Extremely useful when doing missions involving Disarray or Rapid Reinforcements, as your clankers are even worse than usual when you can&#039;t issue orders to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3. It&#039;s a good use of some leftover points if your force is spread out. However, if you&#039;ve got a spare Command slot on your general, Commanding Presence (which was reduced in cost to 5 pts. by the rules errata) is better since it&#039;s not restricted to a single unit like this upgrade is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve seen the &#039;&#039;Clone Wars&#039;&#039; cartoons or the various video games covering the period, you&#039;re probably thinking that these guys are walking death machines. You wouldn&#039;t be right or wrong, however. They hit pretty hard, certainly much harder than their B1 cousins. A full squad throws 4 black, 4 white plus whatever heavy weapon you took; Being compared to the 7 white plus whatever heavy weapon you would have took on a B1 squads. They have two wounds each, making them pretty tough, along with Courage 2 to keep them fighting. B2&#039;s also have Armor 1, meaning they automatically ignore one non-critical hit every time they are attacked.&lt;br /&gt;
&lt;br /&gt;
They do have a low model count, but this is more or less offset with their surprising durability, and cost slightly more than a B1 unit. Supers are armed with short-ranged weaponry, and they still only throw white dice on defense, without surge, though. &#039;&#039;They have the same 6+ save that your B1 droids have.&#039;&#039; Yes, the Armor rule will help keep them alive a little longer (assuming your opponent doesn&#039;t roll a lot of crits) but it&#039;s a double edged sword. It also means that Impact works against them, and critical rolls will hurt. Lastly, they&#039;re still droids, so they&#039;ll be affected by Ion if your opponent happens to bring any of those weapons.&lt;br /&gt;
&lt;br /&gt;
Generally, bouncing between heavy cover is what you&#039;ll want to do. Combined with their 2 health and armor 1, B2&#039;s can be oddly hard to displace. If your opponent wants to sink impact weapons into them, as well, then all the better, as they won&#039;t be shot into your AAT. Range 2 hinders these bricks a good bit, but they handle it better than most other units with the same issue. &#039;&#039;&#039;AI Attack&#039;&#039;&#039; may be the biggest drawback to this unit, but this can easily be mitigated in most situations where it&#039;s an issue. &lt;br /&gt;
&lt;br /&gt;
Unlike B1s, they lack the &#039;&#039;Coordinate&#039;&#039; rule, which means they can&#039;t bounce orders further along a line of droids. They&#039;re best put at the end of the chain for this reason. &lt;br /&gt;
&lt;br /&gt;
If you can keep them in cover and advance quickly to attack range, they&#039;ll dish out some pretty respectable damage. If you expect them to waltz in like nigh-invincible [[Space Marine]] [[Terminators]], you&#039;re in for an unpleasant surprise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special Forces&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
====Commando Droids====&lt;br /&gt;
(68 pts.) Essentially a droid version of the Imperial Scouts. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (unknown number of slots- likely 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deflector Shields&#039;&#039; (18 pts.) - The squad gains &#039;&#039;&#039;Shielded 2&#039;&#039;&#039; (two shield tokens that can be spent to block attacks for free) and &#039;&#039;&#039;Recharge 2&#039;&#039;&#039; (recover up to 2 spent shield tokens when you take a recover action). Nifty little defensive boost on an already tough squad. can greatly combine with the Saboteur to create a very annoying unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vibroswords&#039;&#039; (6 pts.) - The squad gains &#039;&#039;&#039;Charge&#039;&#039;&#039; and melee attacks that do 1 red and 1 white per model. This is how you make them a truly frightening melee squad.&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;BX series sniper droid&#039;&#039; (30 pts.) - gain a droid sniper shooting 2 red at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; and &#039;&#039;&#039;Lethal&#039;&#039;&#039; (spend an Aim token to gain Pierce 1). A nice upgrade to allow your squad to safely shoot at Jedi/Sith without having to worry about Deflected shots, and Lethal can be useful against other targets. It isn&#039;t cumbersome, either, so &#039;&#039;&#039;AI: Move&#039;&#039;&#039; isn&#039;t that bad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dioxis Mine Saboteur&#039;&#039; (28 pts.) - gain a droid chucking Dioxis mines. These mines do 1 black and 2 white area damage at range-1 with &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Poison 1&#039;&#039;&#039;, with surge to hit. Note that friendly Dioxis mines can be detonated by any friendly BX Droid Saboteur unit from anywhere on the battlefield, and Detonate X can be triggered after any player completes any action (keywords like Relentless that trigger off of an action are still resolved first). Combine with Cad Bane and Minefield for maximum IED fun!&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for &amp;lt;s&amp;gt;cover&amp;lt;/s&amp;gt; no reason, because droids don’t gain cover from suppression tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. can be nice, considering they only have courage 2, but there are better upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very nice, in general, for this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) – While performing a move, exhaust this card to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (after performing a standard move, gain 1 aim token). There are going to be turns where you will not have these guys at the end of your activation chain (especially if you end up running 2-3), so getting orders on them for an aim action is tough. This upgrade synergizes well with their AI: Move, allowing you to get an aim token to use with Lethal on the Sniper upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. As always, this is a hard pass...When is this ever useful? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) – You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; (you can spend dodge tokens to cancel crit results). Holy survivability, Batman. Cheap, and plays nice with their AI: Dodge. Slap this plus Deflector Shields on a full squad, maybe add an HQ Uplink for re-upping shield tokens, and you’ve got a seriously resilient unit for camping objectives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Basically negates the loss of one droid for a vibrosword squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Hard pass, because of the AI rule. Even with an order, BXs will want both of those activations for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit, hopefully, survive to shoot one more time. (How do robots use drugs without organic tissue?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. BXs have scale. Hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. BXs have scale, &#039;&#039;Hard Pass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  &amp;lt;s&amp;gt;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;.&amp;lt;/s&amp;gt; We may have Republic propagandists in our midst (We&#039;re leaving this here as a lesson to not copy and paste everything). BXs have scout 3, so this is completely wasted on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Your aim token will be going towards lethal, with the sniper, so hard pass if you plan to take that. With any other loadout, this can be somewhat useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. BX droids already have scale, so this is useless.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Not bad, especially for Vibrosword squads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with surge to critical. This may seem useful, but, honestly, won&#039;t do very much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Impact Grenades can be very useful against any vehicles these droids may come across. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Equipped units gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to take an action put a smoke token out within range 1, and line of sight, of your unit leader. Smoke tokens work a lot like deploy-able area terrain: trooper units whose unit leader is at range 1 of a smoke token improve their cover by 1. Only lasts one round, and vehicles ignore the cover smoke provides when attacking units inside the affected area. A good use of 2 points if you have them lying around and, considering droids cannot benefit from the cover suppression provides, this can help cover these droids when you have to move out into the open.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing some armored units, or other droids, then this is the way to go. You just need to throw one to trigger it, so you can fire your other weapons, as well!&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;
Stat-wise they have the &#039;&#039;&#039;Impervious&#039;&#039;&#039; rule, which grants X extra defense dice if they are hit by a weapon with &#039;&#039;Pierce X&#039;&#039;, as well as a red save without surge. Instead of &#039;&#039;AI:Attack&#039;&#039; like their B1/B2 cousins, they have &#039;&#039;&#039;AI: Dodge, Move&#039;&#039;&#039;, neither of which are very problematic for these guys. They throw one black die each in melee and two white dice at range 1-3, with &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; built-in. They can be upgraded to be more CQB-oriented, fight at range, or mine the field like the war criminals they are. And to help with this, they come with &#039;&#039;&#039;Scout 3&#039;&#039;&#039; and &#039;&#039;&#039;Scale&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
BXs are freaking cool. Impervious with red (RED!) saves on a unit that has additional defensive options (Deflector Shields, Situational Awareness) coupled with Scout 3 and Scale makes for a very persistent and mobile unit. The lack of Coordinate sucks, but AI: Dodge, Move isn’t that big of a detriment to them either, since these guys want to be on the move or standing on top of objectives for most of the game. Don’t worry too much about keeping them in your activation control bubble with your B1s; obviously if you can end a chain on a sniper strike team so they can take an aim action then go for it.&lt;br /&gt;
&lt;br /&gt;
These guys excel at grabbing and/or holding objectives. Their mobility from Scout 3 and Scale means they’ll be at the objectives before anyone else (outside of Infiltrate), and their defensive options mean they won’t be leaving anytime soon. &lt;br /&gt;
&lt;br /&gt;
Offensively they’re pretty solid. Charging with Vibroswords lets you tie up enemy units in melee; the Sniper upgrade lets you use your increased range to remove minis from units or to remove Standby tokens from the clone token-sharing pool; Dioxis mines are swing-y but fun and let you play around with area-denial; and their basic ranged attack is not too bad either. 2 white with surge to hit is better than 1 black and with Sharpshooter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Commando Droids Strike Team====&lt;br /&gt;
(20 pts.) Essentially a droid version of the Imperial Scouts Strike Team, but better. The Heavy weapon which must be taken in this squad becomes the unit&#039;s leader. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (X1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deflector Shields&#039;&#039; (18 pts.) - The squad gains &#039;&#039;&#039;Shielded 2&#039;&#039;&#039; (two shield tokens that can be spent to block attacks for free) and &#039;&#039;&#039;Recharge 2&#039;&#039;&#039; (recover up to 2 spent shield tokens when you take a recover action). Nifty little defensive boost on an already tough squad. Can greatly combine with the Saboteur to create a very annoying unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vibroswords&#039;&#039; (6 pts.) - The squad gains &#039;&#039;&#039;Charge&#039;&#039;&#039; and melee attacks that do 1 red and 1 white per model. This is how you make them a truly frightening melee squad, but the Strike Team doesn&#039;t benefit much from it.&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;BX series sniper droid&#039;&#039; (30 pts.) - gain a droid sniper shooting 2 red at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; and &#039;&#039;&#039;Lethal&#039;&#039;&#039; (spend an Aim token to gain Pierce 1). A nice upgrade to allow your squad to safely shoot at Jedi/Sith without having to worry about Deflected shots, and Lethal can be useful against other targets. It isn&#039;t cumbersome, either, so &#039;&#039;&#039;AI: Move&#039;&#039;&#039; isn&#039;t that bad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dioxis Mine Saboteur&#039;&#039; (28 pts.) - gain a droid chucking Dioxis mines. These mines do 1 black and 2 white area damage at range-1 with &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Poison 1&#039;&#039;&#039;, with surge to hit. Note that friendly Dioxis mines can be detonated by any friendly BX Droid Saboteur unit from anywhere on the battlefield, and Detonate X can be triggered after any player completes any action (keywords like Relentless that trigger off of an action are still resolved first). Combine with Cad Bane and Minefield for maximum IED fun!&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for &amp;lt;s&amp;gt;cover&amp;lt;/s&amp;gt; no reason, because droids don’t gain cover from suppression tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Can be nice, considering they only have courage 2, but there are better upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very nice, in general, for this unit. This isn&#039;t too useful on a Saboteur unit, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) – While performing a move, exhaust this card to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (after performing a standard move, gain 1 aim token). There are going to be turns where you will not have these guys at the end of your activation chain (especially if you end up running 2-3), so getting orders on them for an aim action is tough. This upgrade synergizes well with their AI: Move, allowing you to get an aim token to use with Lethal on the Sniper upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. As always, this is a hard pass...When is this ever useful? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) – You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; (you can spend dodge tokens to cancel crit results). Holy survivability, Batman. Cheap, and plays nice with their AI: Dodge. Slap this plus Deflector Shields on a team, while maybe adding an HQ Uplink for re-upping shield tokens, and you’ve got a seriously resilient unit for harassing the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Strike Teams rarely want to be getting into melee, so this isn&#039;t amazing. Admittedly, BXs could possibly see some use out of this with the Vibrosword, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Hard pass, because of the AI rule. Even with an order, BXs will want both of those activations for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit, hopefully, survive to shoot one more time. (How do robots use drugs without organic tissue?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. BXs have scale. Hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. BXs have scale, &#039;&#039;Hard Pass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  &amp;lt;s&amp;gt;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;.&amp;lt;/s&amp;gt; We may have Republic propagandists in our midst (We&#039;re leaving this here as a lesson to not copy and paste everything). BXs have scout 3, so this is completely wasted on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Your aim token will be going towards lethal, with the sniper, so hard pass if you plan to take that. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. BX droids already have scale, so this is useless.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You don&#039;t have enough models to get proper use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with surge to critical. This may seem useful, but, honestly, won&#039;t do very much. I mean, again, you don&#039;t have the models to fully utilize this upgrade, and you&#039;ll want to be harassing the enemy indirectly with a Strike Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Impact Grenades can be very useful against any vehicles these droids may come across. Yet again, though, it must be pointed out that a Strike Team &#039;&#039;really&#039;&#039; won&#039;t get much use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Equipped units gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to take an action put a smoke token out within range 1, and line of sight, of your unit leader. Smoke tokens work a lot like deploy-able area terrain: trooper units whose unit leader is at range 1 of a smoke token improve their cover by 1. Only lasts one round, and vehicles ignore the cover smoke provides when attacking units inside the affected area. A good use of 2 points if you have them lying around and, considering droids cannot benefit from the cover suppression provides, this can help cover these droids when you have to move out into the open.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). Sadly not too worth it on BX Strike Teams.  &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;
Stat-wise they have the &#039;&#039;&#039;Impervious&#039;&#039;&#039; rule, which grants X extra defense dice if they are hit by a weapon with &#039;&#039;Pierce X&#039;&#039;, as well as a red save without surge. Instead of &#039;&#039;AI:Attack&#039;&#039; like their B1/B2 cousins, they have &#039;&#039;&#039;AI: Dodge, Move&#039;&#039;&#039;, neither of which are very problematic for these guys. They throw one black die each in melee and two white dice at range 1-3, with &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; built-in. They &#039;&#039;can&#039;&#039; be upgraded to be more CQB-oriented, fight at range, or mine the field like the war criminals they are. To help with this, they come with &#039;&#039;&#039;Scout 3&#039;&#039;&#039; and &#039;&#039;&#039;Scale&#039;&#039;&#039;, as well! However, Strike Teams, of any kind, tend to dislike getting into melee. &lt;br /&gt;
&lt;br /&gt;
BXs are freaking cool. Impervious with red (RED!) saves on a unit that has additional defensive options (Deflector Shields, Situational Awareness) coupled with Scout 3 and Scale makes for a very persistent and mobile unit. The lack of Coordinate sucks, but AI: Dodge, Move isn’t that big of a detriment to them either, since these guys want to be on the move or standing on top of objectives for most of the game. Don’t worry too much about keeping them in your activation control bubble with your B1s; obviously if you can end a chain on a sniper strike team so they can take an aim action then go for it.&lt;br /&gt;
&lt;br /&gt;
These guys excel at harassing the enemy, rather than holding objectives like the full squad. Their mobility from Scout 3 and Scale means they’ll be able to get into sniping position or set up mines before enemy units can push too far up. Their defensive options mean they won’t be stopped easily, either. &lt;br /&gt;
&lt;br /&gt;
Offensively they’re pretty solid. Charging with Vibroswords lets you tie up enemy units in melee, if you choose to do so with a Strike Team; the Sniper upgrade lets you use your increased range to remove minis from units or to remove Standby tokens from the clone token-sharing pool; Dioxis mines are swing-y but fun and let you play around with area-denial; and their basic ranged attack is not too bad either. 2 white with surge to hit is better than 1 black and with Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DRK-1 Sith Probe Droids====&lt;br /&gt;
(35 pts.) The small Probe droids Maul had in the Phantom Menace. They can only be taken if Maul is in the list, as well. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This is generally good, and, considering you&#039;ll want these things floating around Maul, it might see use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Not really useful. &lt;br /&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 solid choice to ensure it gets an order even though the Command card you&#039;re using is troopers only. Perhaps not too useful on a Probe Droid, but that&#039;s for you to decide. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. You&#039;ll always be within range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3. This unit will usually be near a Darth Maul, so it&#039;s not that great.&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;
To be added&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Support&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
(80 pts.) &amp;quot;We&#039;ve got Droidekas!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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 (5 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;
&amp;lt;s&amp;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.&amp;lt;/s&amp;gt; Per the 1.6 rules update, vehicles cannot take this.&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, if you have the points. This isn&#039;t completely necessary, but will be a massive benefit. &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. This can be really nice, considering the damage Droik&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (5 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;
The biggest drawback about these units might be the fact that you have to build them -twice-, once for wheel-mode, and one for its regular mode. Seriously, what&#039;s the Wheel Mode token for? (It&#039;s for if you choose not to build the Wheel Mode models... they even say that in the instructions...) Just use one of each in a unit, and you turn a single starter boxes worth, or an expansion pack, into two squads. This may not fly in competitive play, but casual players probably won&#039;t bother you about it. &lt;br /&gt;
&lt;br /&gt;
Droidekas excel at laying down suppressive fire, especially against pesky Force using lightsaber wielders- each fires 1 red and 2 black with suppressive and immunity to deflect (which just means the Droidekas won&#039;t suffer deflected damage. The target can still use a Dodge to trigger defensive surge). Out of all the Core set units, they are the only ones that convert any surge results by default, and they do this for defense. Of course, it&#039;s white defense dice but it still doubles their chances of blocking a hit to 1:3 rather than the usual 1:6. As depicted in the movies, they have potent shields, allowing you to automatically block up to four ranged hits per turn, and one point of spent shields automatically regenerates at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  Droidekas are considered vehicles. The bad news? You can&#039;t fight back if someone attacks you in melee. The good news? You can&#039;t be engaged, so you can just walk away. If enemies are that close then that&#039;s bad news all around, though.&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 Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving. 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 nearly the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grievous or  Dooku, you&#039;ll 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. If they aren&#039;t dealt with before they can set up, they can do some mean damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====STAP Riders====&lt;br /&gt;
(73 pts.) The odd speeder bikes used on Naboo during the Phantom Menace. Nothing can...&#039;&#039;STAP&#039;&#039; your droids from flanking the enemy (I&#039;ll see myself out, don&#039;t worry)! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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 (5 pts.) - Prevents enemy units at range 1 from receiving orders. This isn&#039;t bad, but being that close to the enemy is. STAPs aren&#039;t entirely durable. &lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Excellent choice on a unit that you can expect to be operating at least part of the game outside of the range 1-3 of your commanders/operatives. Best part of this is that you can Coordinate this order to the other STAP riders in your &amp;quot;pod,&amp;quot; removing their tokens from your order pool and avoiding having to AI:Move on turns where you don&#039;t want to be sling-shotting across the map. It also counts as having issued an order for the next upgrade card...Or, alternatively, you can equip both units with an Uplink and just pass orders around to avoid the AI rule. &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. Combined with HQ Uplink above, this can be a free aim on your other 1-2 STAP riders most every turn so long as you have the HQ Uplink unit recover afterwards. &lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Speeders can generally benefit somewhat from this upgrade, though, so maybe give it a try!&lt;br /&gt;
&lt;br /&gt;
Command Control Array (2 pts.) - When you use Coordinate, you can issue the order at range 1-2 instead of range 1. Yeah, this is probably the one you&#039;re going to take. Cheap and useful.&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;
The speeder thingies that the B1 droids used in &#039;&#039;The Phantom Menace&#039;&#039;.  For 73 points you get two of them, and they are considered repulsor vehicles. Each has 3 wounds with white defense (no surge).  For offence, they each fire 3 black at range 1-3 with no surge and &#039;&#039;&#039;Critical 1&#039;&#039;&#039; (which stacks to &#039;&#039;&#039;Critical 2&#039;&#039;&#039; when using both guns on the same target). Essentially you&#039;re getting two of the E-5Cs that your B1 squads can take, but without the B1 squad around them. They have movement 3 and the &#039;&#039;&#039;Speeder 1&#039;&#039;&#039; rule.  But they also come with &#039;&#039;&#039;Cover 1&#039;&#039;&#039; and &#039;&#039;&#039;Agile 1&#039;&#039;&#039; (get a free dodge token after each standard move, which would include the compulsory move from Speeder).&lt;br /&gt;
&lt;br /&gt;
Because they&#039;re droids (but not &amp;quot;Droid Troopers&amp;quot;), they have some special rules reflecting that as well.  They have &#039;&#039;&#039;AI:Move&#039;&#039;&#039;, which isn&#039;t all that bad (Agile!).  Additionally, they have &#039;&#039;&#039;Coordinate: Droid Trooper, Vehicle&#039;&#039;&#039;. If they are issued an order, they can automatically issue an order to a vehicle or one of your droid trooper squads too. They can start up a daisy chain, or ensure that your AAT is issued an order (in case you didn&#039;t take Lok Durd or a T-Series)- or you could start a daisy chain with other STAP rider units if you take multiple of them.&lt;br /&gt;
&lt;br /&gt;
STAPs fulfill a role similar to what droidekas did, albeit poorly, before STAPs were released: they are affordable, fast flanking units perfect for zipping across the map to approach your opponent from an area where their units don&#039;t have heavy cover. They are definitely not as sturdy as droidekas (no Surge to Block on these white dice), but Cover 1 and free dodges every turn from Agile 1 help. &lt;br /&gt;
&lt;br /&gt;
First off, you want to be running at least two of them if you&#039;re going to be considering them at all. Their inclusion (and upgrades) open up other choices for deployment zones and objectives that would have previously made CIS players want to curl up and die. Disarray and Danger Close suddenly become very attractive when you have a group of 3 fast units that can Coordinate an HQ Uplink order to each other and then choose which opposing flank to tear into. Bombing Run and Breakthrough also become viable objectives for CIS lists with STAPs. On Bombing Run, just hand the bomb tokens to the STAP riders and watch your opponent panic as three kamikaze pilots scream towards their deployment zone at three Speed-3 moves every round.&lt;br /&gt;
&lt;br /&gt;
Wherever you choose to deploy them, you&#039;ll want to keep them within range 1 of each other every turn that you possibly can for Coordinate. This can be tricky, but liberal use of the pivot action can keep them in line with each other and help you spend more time behind LOS-blocking terrain when you need it. Putting Linked Targeting Array on the other 1-2 STAPs gives them a free aim to work with which really helps boost their attack rolls. Their ability to always have an order on them similar to B1s also makes them a good target for your Aggressive Tactics surge token placement, and helps cover for their lack of Surge to Block. Speeder 1 means they can move over terrain under Height 1 (range 1 on your range ruler) automatically; keep track of what terrain fits that description on your table so that you know which lanes your STAPs can take when approaching your opponent or objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy&#039;&#039;&#039;===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
(170 pts.) Finally some tanks for the Clankers! To those who played Star Wars: Battlefront 2 (2005), you can &#039;&#039;hear&#039;&#039; this unit, can&#039;t you? No? Not until I mentioned it? Well, now you can!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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; (9 pts.) - Unique. A morbidly obese Neimoidian pilot who cancels the tank&#039;s &amp;quot;AI:Attack&amp;quot; rule. Plus you can exhaust him as a free action to gain &#039;&#039;&#039;Suppressive&#039;&#039;&#039; on all of the tank&#039;s weapons. Suppressive (which causes a unit targeted by the weapon to gain an extra suppression token after resolving the attack) doesn&#039;t stack so you&#039;ll want to fire each weapon at separate targets to maximize the usefulness of this  An extremely good upgrade though, and most lists with an AAT will likely have him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-series droid pilot&#039;&#039; (9 pts.) - the tank gains the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule, allowing it to start a daisy chain like normal droid units. Notably doesn&#039;t cancel the AI rule like the other two pilots. To get the most out of it, you need to be giving it orders as often as possible and keep droid squads near it (since it&#039;s only range 1). Can be extremely useful, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordnance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High Energy Shells&#039;&#039;  (8 pts.) - Exhaust to make an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039; Range 2-4. &#039;&#039;&#039;Critical 1, High Velocity and Fixed: Front&#039;&#039;&#039;, with 2 red dice and 1 white die. This is your go to when a Jedi/Sith or anyone relying on Dodge tokens (hint: Tauntauns) needs to be deleted &#039;&#039;now&#039;&#039; but you also need to use you other action, so you can&#039;t just use barrage on your main gun. Just remember that High Velocity only works if all weapons in the attack pool have it. You can combine this with the main cannon no problem, but fire any other guns elsewhere if you want to prevent those Dodges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bunker Buster Shells&#039;&#039; (12 pts) - Exhaust to fire an attack with &#039;&#039;&#039;Cycle, Blast. Scatter Fixed: Front &#039;&#039;&#039;, Range 1-2, one black and 3 white. Your... &#039;&#039;interesting&#039;&#039; option and the one that makes using barrage on something other than your main gun an option. Pulling an infantry squad in to the open has some interesting ideas behind it, but the white dice means low damage output without aim tokens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor-piercing shells&#039;&#039; (10 pts.) - Exhaust to fire an attack with &#039;&#039;&#039;Cycle, Fixed: Front, Impact 3,&#039;&#039;&#039; range 2-3, 1 red and 2 black. Fantastic for when you &#039;&#039;really&#039;&#039; want a tank dead. Combine with the main cannon for a mighty 5 red and 2 black with Impact 4 and Critical 2.&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; (5 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;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;. This can work well with the OOM droid, though, as it&#039;ll act the same way an Uplink would on a normal B1 squad. &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. If you intend to make heavy use of the Barrage ability, you probably want to take this. Even if you don&#039;t intend to go heavy Barrage, it&#039;s not a terrible take. STAP riders can easily order an AAT, as well, to activate this, too!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields. Pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For the cost of a naked AT-ST, you get a pretty nasty tank with this. It comes with 9 health, and a 6 damage threshold; it also comes with the &#039;&#039;&#039;Armor&#039;&#039;&#039; rule to negate all non-critical hits, and red dice on defense (one of the few things in the army throwing them). It&#039;s pretty tough!  It hovers, as well, so terrain is generally not going to be a problem. Although, it only has movement-1 so it&#039;s going slow no matter what.&lt;br /&gt;
&lt;br /&gt;
For offense, it&#039;s pretty sick. Its main gun throws 4 red dice at range 2-4 with &#039;&#039;&#039;Critical 2&#039;&#039;&#039;, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;.  While Impact 1 doesn&#039;t sound that great against enemy armor, bear in mind Critical 2 helps as well. It&#039;s useful for sniping enemy Jedi/Sith, or pesky Rebels loaded up on Dodge tokens (looking at you, Tauntauns).  It has a short-ranged anti-personnel gun that throws 3 black at range 1-2 with Fixed: Front. AATs can take two Ordnance upgrades- see below for details- which are essentially extra weapons. What&#039;s fun about those is that they all have the &amp;quot;Cycle&amp;quot; rule which allows you to automatically recover them in a turn in which you didn&#039;t use them; So fire one, fire the other next turn while recovering the first, and so on.  Furthermore, the tank has &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, allowing you to fire two guns/ordnance weapons.  If that wasn&#039;t enough, the new &#039;&#039;&#039;Barrage&#039;&#039;&#039; rule lets you make two attack actions if you don&#039;t use Arsenal, so you can choose to fire the main gun &#039;&#039;twice&#039;&#039;. Bear in mind that these are two &#039;&#039;attack actions&#039;&#039;, meaning you can&#039;t do anything else (unless you have a way to do it for free)- no aiming, no moving, etc.&lt;br /&gt;
&lt;br /&gt;
It does have some weaknesses though. It can be a rather expensive option in an army that tends to be horde-oriented. It also has &#039;&#039;&#039;Weak Point 2&#039;&#039;&#039; on the rear side, giving enemies Impact +2 if they shoot it in the rear arc. Also bear in mind the minimum range on the main gun combined with the slow movement, so deploy wisely! If a hard-hitting and fast-moving unit like Tauntauns gets behind it, it&#039;s in trouble! Lastly, it has the &#039;&#039;&#039;AI:Attack&#039;&#039;&#039; rule just like your Clanker infantry. If you intend to just sit and double-tap using &#039;&#039;Barrage&#039;&#039;, that&#039;s not an issue, but otherwise make sure you&#039;ve got a way to issue it an order to ensure that it does what you want.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a tough tank with a long range, very powerful main gun. It can use the &#039;&#039;Barrage&#039;&#039; rule to double fire this gun each turn, and that seems like the best way to use it (Although, you need both activations to do this). Fire often and weather what incoming fire you wind up taking. Combine this tactic with Lok Durd and you will be putting out a bare minimum of 4 suppression tokens on a single unit. GAR and Empire are especially vulnerable to this. &lt;br /&gt;
&lt;br /&gt;
However, it can be more complicated than that. Bear in mind that when you fire twice using &#039;&#039;Barrage&#039;&#039;, it&#039;s two separate attack actions. Which means things like cover will apply separately to each attack. Unless you&#039;re really lucky and roll lots of criticals (of course, &#039;&#039;Critical 2&#039;&#039; on each shot will double your odds to 25% chance per die, which will help), you&#039;re probably going to have one or two of your shiny red attack dice automatically canceled each time you fire it. This significantly reduces the damage output of the tank; Especially since your targets will still get saves. Clones and Imperials will laugh as they shrug off the heavy cannon fire, and even Rebels will get their 5+ saves. &#039;&#039;High Velocity&#039;&#039; will prevent dodges, so at least there&#039;s that.&lt;br /&gt;
&lt;br /&gt;
This is where the Ordnance weapons come into play. Unlike the Clone tank, you can take up to two of the (thus far) three upgrades. If you play on terrain-heavy tables, the Bunker Buster shells will allow you to ignore the cover problems (and the &#039;&#039;Scatter&#039;&#039; rule can help dump the enemy unit into the open for other units to murderize). When waiting for Bunker Buster to &#039;&#039;Cycle&#039;&#039;, the High Energy shells can combine with the main gun to erase Jedi, Sith, Tauntauns, and anyone else who thinks Dodge tokens will save them. Alternatively, you could go with the Armor-Piercing to take out enemy tanks- or just do extra damage (combined with the main gun, you&#039;re doing 5 red and 2 black, which isn&#039;t bad at all). Of course, all of this flexibility comes at a price. Taking two of the Ordnance upgrades will add about 20 pts to the overall cost of the tank. You&#039;ll also probably want to take a T-series or Lok Durd to ensure you can always aim or move or whatever before firing, which further adds to the pricetag. Of all the factions to take something like this, though, CIS can do it best! You have the cheapest, most worthless corps units in the game, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unit Upgrade Boxes&#039;&#039;&#039;===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots, and are detailed in their respective entries. Currently, B1 squads are the only units with this in the CIS faction.&lt;br /&gt;
&lt;br /&gt;
=====B1 Battle Droids Upgrades=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: The OOM and Security droids are really just normal B1 units, with different designations. The amazing thing about B1s is that their colors are the only thing separating droids like these two from the rest. If you wish to save money, and have some spare droids, you could paint one or two droid troopers as an OOM or Security droid. The color is clearly defining what they are, so no confusion should occur. Granted, if you went for a themed color scheme which effects this, then you may be out of luck.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;OOM-Series Battle Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;B1 Security Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;E-5C Blaster Rifle B1 Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;E-60R B1 Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Released==&lt;br /&gt;
&lt;br /&gt;
* Separatist Specialist Personnel Expansion&lt;br /&gt;
&lt;br /&gt;
==Tactics &amp;amp; Build Help==&lt;br /&gt;
* Some cards have been changed via Errata, so here is a link to it: https://images-cdn.fantasyflightgames.com/filer_public/d6/15/d615052c-f568-4bdc-9cf7-316727c3e251/swl_rules_reference_20-compressed.pdf&lt;br /&gt;
* Dooku and Grievous are really good for what they offer. Either commander is amazing, but the combination of Dooku and Maul in Skirmish, specifically, is horrifying. It&#039;s not like CIs lacks cheap units to fill in the other list requirements, or anything...&lt;br /&gt;
* B1 battle droids are your bread and butter. They&#039;re so cheap that you&#039;ll easily have room for some more expensive units. In fact, this is exactly why double AAT lists are possible! B2&#039;s are also extremely good, for what they are, and can be a nice investment. Which you take is dependent on whether you intend to rely more on your infantry or not. &lt;br /&gt;
* Droidekas got a points decrease in the November 2020 RRG, and are now 80 points. They&#039;re very much worth it at this point level, for the threat they&#039;ll pose to the enemy. Dekas are best used to harass specific units and make them paranoid of when your Roaches of death will mulch them. STAPs, while posing the same threat, are far less durable, so require more finesse. Use these speeders to also harass the enemy, but expect them to be more prepared than with Droidekas. &lt;br /&gt;
* The AAT is among the most terrifying heavy units in the game. Your enemy will fear it from the moment it&#039;s put down, so use this to push your other big units up, like Dooku or Maul. Can&#039;t shoot them all, and the AAT will eventually become a massive problem. Certain maps will screw it over, but that&#039;s to be expected.&lt;br /&gt;
** This is all being said, because Double AAT lists are extremely terrifying to go up against. With how cheap B1 units are, this combination barely affects droids as much as it does every other faction. While anti-tank has become more prevalent, due to lists like this, most people may find it difficult to take out two AATs rolling up the board. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&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>2601:188:4101:3060:281D:CB0E:1E79:6E4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Clones&amp;diff=451484</id>
		<title>Star Wars: Legion/Tactics/Clones</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Clones&amp;diff=451484"/>
		<updated>2021-01-06T01:18:00Z</updated>

		<summary type="html">&lt;p&gt;2601:188:4101:3060:281D:CB0E:1E79:6E4: /* Anakin Skywalker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play The Grand Army of the Republic==&lt;br /&gt;
You like storm troopers but also hate painting white. Being able to customize your troopers based on your favourite colors is a nice bonus. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Jedi&lt;br /&gt;
&lt;br /&gt;
*You get to play the &amp;quot;Space Marines&amp;quot; of Star Wars Legions&lt;br /&gt;
&lt;br /&gt;
*If Obi-Wan is in your army, which is very likely, you get to say &amp;quot;Hello There.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Your units hit hard and are mostly rocking red dice for saves.&lt;br /&gt;
&lt;br /&gt;
*You have access to lots of tokens. Dodge, Surge, and Aim tokens will be able to push your units above what they are capable of on their own. &lt;br /&gt;
&lt;br /&gt;
*Token Sharing. A unique ability that makes Clones behave more like a massive single unit, as opposed to several separate troopers going about their business. Single Clones left alive from a unit can become token factories for the rest of your army. Standby tokens cannot be shared. &lt;br /&gt;
&lt;br /&gt;
*Wombo-Combo potential is strong with this army. Obi-wan and Rex together can be a mean combo.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Most of your cool stuff is probably too big for this game(I mean have you seen a Star Wars Armada Super Star destroyer? Fantasy Flight is not adverse to big models, but even so, don&#039;t hold your breath waiting for an [[All_Terrain_Soup|AT-TE]] and there is precious little between TX-130 and said [[Banesword]] on legs).&lt;br /&gt;
&lt;br /&gt;
*Your army an elite army. Very expensive. You will usually be out-activated if you build an army with anything but bare-minimum core troops and support. &lt;br /&gt;
&lt;br /&gt;
*There is a dependence on Surge Tokens to get the best out of your units. &lt;br /&gt;
&lt;br /&gt;
*Your army is very susceptible to bad dice. Every casualty hurts, and a string of back luck can result in a cascade effect amongst your army.  &lt;br /&gt;
&lt;br /&gt;
*Painting white armor can be difficult. There are tutorials online how to do it well, just be prepared to lose a few clones to practice runs. Sorastro, on YouTube, makes some really great ones: https://www.youtube.com/user/Sorastro&lt;br /&gt;
&lt;br /&gt;
==Faction Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clone Trooper&#039;&#039;&#039;: Clone Trooper units within range 1 and line of sight of another clone trooper unit can share Dodge, Aim, and Surge tokens with each other (Standby token sharing has been removed with the Nov-20-2020 rules update).  So if a Clone trooper unit has a dodge token, and a nearby clone unit gets shot, the shot unit can use that dodge token as if they had it themselves.  Gives a little extra tactical flexibility to your squads and allows you to access more tokens on important units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Support&#039;&#039;&#039;: while not technically a Faction Rule, most Clone Trooper units have it, even if only temporarily as in the case of Captain Rex.  When a unit makes a ranged attack, one friendly unit with the Fire Support rule and a face up order token may add its eligible weapons (that is, within range and line of sight) to the attack pool; afterward, the Fire Supporting unit must then flip its order token. It helps when concentrating fire on an enemy unit that you &#039;&#039;really&#039;&#039; want dead, like Royal Guard, enemy characters, etc.  Additionally, it gets around any potential problems due to Suppression and Panic. The Fire Supporting unit never checks to see if it&#039;s Suppressed or Panicked; however, it does effectively lose one of its actions, and doesn&#039;t get a chance to Rally (although it still loses a Suppression token in the End Phase as normal). It also cannot add it&#039;s surges to the pool, but will add the keywords the weapon being used has.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===&#039;&#039;&#039;Commanders&#039;&#039;&#039;===&lt;br /&gt;
1-2 Selections.&lt;br /&gt;
&lt;br /&gt;
====Obi-Wan Kenobi====&lt;br /&gt;
(170 pts.) The man so great, just saying his name is a meme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using &amp;quot;Knowledge and Defense&amp;quot;; But that&#039;s super situational.  Generally a pass, since there are other more useful Force powers. &lt;br /&gt;
&lt;br /&gt;
Force Barrier (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. Combined with Obi-Wan&#039;s &#039;&#039;&#039;Guardian&#039;&#039;&#039; rule, this can make your units especially difficult to dislodge from a point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 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. This one&#039;s pretty good considering Clones like having lots of tokens and sharing them.  &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. Handy for shoving enemy units into the open or within charge range. Always a good option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a &amp;quot;must have&amp;quot;, as Jedi need dodge tokens to trigger Deflect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon&#039;s dice (rounded up). Obi-Wan doesn&#039;t have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black; Coming with Critical 2, Impact 2, and Pierce 2). Obi-Wan doesn&#039;t have Relentless so he still has to use a normal attack action to use it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but you only have two Force slots on Obi, and there are other good options. If you&#039;re facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not very useful against Droids or an Imperial army led by Vader, but otherwise makes for a nice nuisance.&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; (5 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Worth taking, especially since Clones can share the tokens...&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. Generally not that great considering the table size (unless you&#039;re playing on a larger table, or you&#039;re worried your BARC is going to wind up out of the normal range).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. &#039;&#039;&#039;&#039;&#039;Never take this on Obi-Wan.&#039;&#039;&#039;&#039;&#039; The rules state that a unit with Guardian cannot &amp;quot;guard&amp;quot; a friendly unit that also has Guardian. Obi-Wan has Guardian built-in, meaning he literally cannot benefit from this. It only triggers when Obi-Wan defends, as well, so it won&#039;t help anyone else either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - You may draw a second token when pulling an order from the order pool, and choose between the two.  This generally isn&#039;t amazing, or bad. It becomes more useful, the more unit diversity a list has. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance.  If you&#039;re playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don&#039;t get Suppressed.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan&#039;s got a solid defense already and then Deflect on top of that. &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&#039;s an ok upgrade, but Obi-Wan has Courage 3 so he doesn&#039;t really need to worry as much about being Suppressed. If you feel as if suppression is an issue for you, however, this can be amazing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. Worth taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Not bad, considering Jedi constantly want to be moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  Obi-Wan has no ranged attack unless you take Saber Throw, and even then it&#039;s only range 2. This is going to be a reoccurring problem with this upgrade. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. Ob-Wan will usually be receiving any orders that are given, but this can help for the one round or two where he doesn&#039;t. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This also affects &#039;&#039;&#039;Deflect&#039;&#039;&#039;, so this isn&#039;t a bad choice!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the Training upgrades most worth taking.&lt;br /&gt;
&lt;br /&gt;
Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
&lt;br /&gt;
Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Ob-Wan gets good use out of his Mastery. Recommended, unless another upgrade catches your eye.&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;
    1 Pip: Hello There! - [Obi-Wan Kenobi] Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. &lt;br /&gt;
&lt;br /&gt;
Similar to &amp;quot;Knowledge and Defense&amp;quot;, it helps Obi-Wan be the bad ass he was in &#039;&#039;Revenge of the Sith&#039;&#039;. Plus it&#039;s a meme, and that&#039;s always fun. Use this card when you want to recreate the Utapau scene, because that&#039;s literally what it&#039;s for. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: Knowledge and Defense - [2 Troopers] Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. &lt;br /&gt;
&lt;br /&gt;
Useful for that one turn where you &#039;&#039;really&#039;&#039; need Obi-Wan to survive. Don&#039;t forget that he can use the dodges to Deflect while using Soresu Mastery too.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: General Kenobi - [Obi-Wan Kenobi and 2 Units] When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it.&lt;br /&gt;
&lt;br /&gt;
Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you.&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;
Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don&#039;t hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 2/3 chance to save against wounds, which includes a 1/6 chance to also deflect damage back is usually a better idea than depending on your expensive unit&#039;s base saves. &lt;br /&gt;
&lt;br /&gt;
As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone&#039;s Fire-support. With abilities stacking onto themselves, this results in Obi-Wan&#039;s impact and pierce being given to an entire unit of clones&#039; shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A, rocking critical 1 for this particular tactic. All the stacking of abilities. &lt;br /&gt;
&lt;br /&gt;
Obi-Wan at a glance: &lt;br /&gt;
&lt;br /&gt;
*Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift.  &lt;br /&gt;
*Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan&#039;s Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens. &lt;br /&gt;
*Accidental Offense: Using Obi-Wan&#039;s Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won&#039;t put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing. Defending your doods. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clone Captain Rex====&lt;br /&gt;
(90 pts.) &amp;quot;In my book, experience outranks everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan&#039;s Command Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. This can help your valuable Captain stay alive, and it stacks with Obi-Wan&#039;s Guardian 3 for a mighty Guardian 4...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It&#039;s ok if you are facing an army that does a lot of suppression.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially early in the game if you&#039;ve used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens and Rex&#039;s measly courage value of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering Rex&#039;s low Courage value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. He has &amp;quot;Tactical 1&amp;quot; built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn&#039;t really need this, but it could be useful to gain an extra free Aim token and save it to be shared by other Clone units (although the short pistol range will limit how often this can be used).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - Exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token when making a move). Stacks with the &#039;&#039;Tactical 1&#039;&#039; Rex already has built in, and his 3-pip command allows him to ready it for free after he uses it. A fantastic, low-cost way to get some more aim tokens to share with his clone brothers without using actions (and you can still use his second action, after moving, to gain another green token to share). Definitely worth taking!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  Rex&#039;s only ranged attack is range 2, so...hard pass, as per usual. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. More often than not, Rex will be receiving orders, anyways, but it could be useful for the few times he doesn&#039;t. Token sharing makes other upgrade far more worth it, however. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Not too recommended, but can be a nice backup. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  You generally don&#039;t really want Rex in melee, although he&#039;s not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you&#039;ve got the spare points and slot, there are worse ways to use them.&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. Not bad for when stuff is still out of Rex&#039;s reach but not your clones&#039; reach. This allows them to move and fire while still having access to an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you take the jetpack for 8 points more, this is largely irrelevant, but this can be a great budget way to deal with terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you take the jetpack for 8 points more, this is largely irrelevant, as well, but this can be an amazing budget way to deal with terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with Rex&#039;s built-in Recon, which then works with Rex&#039;s built-in &amp;quot;Recon Party&amp;quot; ability. A free speed 2 move for Rex and two trooper units before the game starts? Pretty much a &amp;quot;must have&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. At most, he throws 3 red dice, which have a high probability (about 88% each when you factor surge) of hitting anyway. Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, but Jetpacks do exist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jetpacks&#039;&#039; (5 pts., specifically for Rex) - Rex gets a 5 point discount on these. As a card action, he can make a Jump 2 move. A great way to make sure he&#039;s where you need him to be, and since you&#039;re making a standard move with it, you can still gain an aim token due to &#039;&#039;Tactical 1&#039;&#039;. Never a bad choice and often worth the investment. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Rex has Sharpshooter 1 so he ignores light cover and turns heavy into light. You&#039;re probably better off just sticking with his pistols.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die and surge to critical. Rex&#039;s pistol attacks are better...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with one black die and Impact 1. You&#039;re probably better off saving the 5 points and using Rex&#039;s pistols. Most grenades kind of suck. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action 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 (smoke tokens improve cover by 1 to units whose squad leader is within range 1 of them- but also confer that bonus to any enemy they shoot at- it works both ways). Since your Clones are likely to be bunched together, you could potentially get a lot of mileage out of this, and it gives Rex something to do when his pistols aren&#039;t in range yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). Not too useful on Rex, sadly. &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;
    1 Pip: Call Me Captain - [Clone Captain Rex] Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to the attack pool.&lt;br /&gt;
&lt;br /&gt;
For one turn, Rex becomes a short-ranged machine gun that&#039;s hopped up on goofballs. Note, however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won&#039;t add his built-in critical surge or sharpshooter.  But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he&#039;s within range. Plus, he&#039;ll still get his normal activation! Just make sure he&#039;s the last unit you activate because he has to have his face-up order token to do it. Once you get a few of these shots off, your opponent is sure to notice and bring guns to bear on him, so make sure he&#039;s got some protection, too. Thankfully, you have access to a ton of &#039;&#039;&#039;Guardian x&#039;&#039;&#039;, as a Clone player. &lt;br /&gt;
&lt;br /&gt;
 2 Pip: Take That, Clankers! - [2 Troopers] When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the &amp;quot;gather a attack dice pool&amp;quot; step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4).&lt;br /&gt;
&lt;br /&gt;
Not bad for the early game, having your clones take long range pot-shots at enemy units before those enemy units can fire back. Unfortunately since it specifies that they must have an Aim token (meaning you can&#039;t use the clones&#039; token sharing ability), they&#039;re probably going to have to do an Aim action before making the attack (unless they get an Aim token some other way, like a different unit using Electrobinoculars to gift one). ARC troopers with HQ Uplinks are will love this! Also note: This can increase the range of Saber throw.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: We&#039;re Not Programmed - [4 Clone Troopers] Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers.&lt;br /&gt;
&lt;br /&gt;
The Recover part may seem a bit puzzling considering he doesn&#039;t really have anything that requires readying, but don&#039;t forget that it also allows you to remove any number of Suppression tokens.  Inspire 2 and Surge tokens are pretty nice, and you get four order tokens too (don&#039;t forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics.&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;
Rex is a close range gunslinger that your clones will be happy to call Captain. With Gunslinger, Tactical 1, Sharpshooter 1, Scout 1, and Scouting Party, Rex can carry his own in a firefight, as well as support his troopers. Sporting 3 red dice on his range 2 pistols, and 2 red dice in melee, he isn&#039;t afraid to get up close and personal to enemy units. Naturally surging to crit only adds to his ability to shoot above his weight. Being 90 points base puts him on par with a kitted out clone trooper unit, but he is easily worth the cost. &lt;br /&gt;
&lt;br /&gt;
His new to Legion ability, &amp;quot;Scouting Party&amp;quot;, allows him to give 2 trooper units within range 2 the ability to scout move the same value as him. Put simply, he lets 3 units (including himself) Scout for the price of 1. Adding in the 2 point upgrade Recon Intel allows all 3 of these units to perform a free move before the game begins. Do not forget the fact that Rex will start with a shareable Aim token after this scout move, thanks to Tactical 1. This means that you&#039;ll often have a strong forward position. &lt;br /&gt;
&lt;br /&gt;
Important things to remember about him: &lt;br /&gt;
&lt;br /&gt;
*5 wounds: He will not enjoy being focused fired for a particularly long period of time. He isn&#039;t a slouch, but he is not a tank.&lt;br /&gt;
*Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as if Obi-Wan was the commander nearby. &lt;br /&gt;
*Recon and Recon Intel: Recon Intel is a no-brainer upgrade for him. Just do it. Being able to have 2 units of clones getting a free movement with him is not to be underestimated. &lt;br /&gt;
*Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don&#039;t forget the token sharing.&lt;br /&gt;
*Range 2: He is a relatively short ranged hero, and will require some finesse to get the most out of him offensively. His 1 Pip card can be potentially devastating over the course of a turn, but it requires him to get into the teeth of enemy forces. Keep this in mind when tossing him around the battlefield. In Skirmish matches, Rex is terrifying with it. &lt;br /&gt;
*3 Pip card: His 3 Pip card is fairly unique, allowing 4 Clone Trooper units to be issued an order. This combos well with Aggressive Tactics, spreading surge tokens around to units that enjoy having a surplus of them. On top of this, Rex being able to recover for free, as well as gaining Inspire, is a much needed boon for Clone troopers, that otherwise lack many sources of inspire and clearing suppression. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anakin Skywalker====&lt;br /&gt;
(160 pts.) The man in the mechanical suit before he needed the suit. Be sure to cover his base with sand for maximum theming. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Letting you issue orders anywhere is good. But most of your army is going to be clumped to make use of token sharing anyway. Only the BARC is going to be getting far on average, and it has a comms slot to accomplish the same thing this upgrade does.&lt;br /&gt;
&lt;br /&gt;
Force Barrier (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This is amazing for boosting the durability of your units. Saber tanks somehow become even more annoying to deal with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 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. This is a nice power since clones share tokens and having more is always good.&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 1-2 to perform a speed 1 move, even if they&#039;re engaged. Shove enemies close enough so you&#039;ll be able to smack them with your saber. A solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action. A good option to reflect a wound back here or there with Anakin&#039;s Djem So Mastery, and gives another token to share if you&#039;ve gained exemplar on Anakin already.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon&#039;s dice (rounded up). Anakin doesn&#039;t have a ranged attack, this gives him one, effectively 3 red dice at range 1-2 with impact 3 and pierce 3. Made even better by the fact one of Anakin&#039;s command cards can give him relentless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Since a suppressed clone can just generate a token to pass along to another unit or take the tokens they need from other units, this isn&#039;t really that necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Most Trooper units, outside of droids, have problems with handling suppression. This is almost always good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tempted - Anakin has the ability tempted which opens up the option to take dark side powers despite being a light side Jedi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s not bad here honestly. Due to one of Anakin&#039;s cards giving him exemplar, he can act as an additional battery for sharing tokens from. That means the token he gains shouldn&#039;t ever go to waste.&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. It&#039;s low cost and gives a suppression token, but with the relatively low amount of ways clones have to play a suppression game like the empire has it&#039;s not amazing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust as a free action to choose a non-Commander, non-Operative unit at range 1 and inflict one wound. Can be useful to finish off units without having to dedicate shooting to them, but don&#039;t expect to pull a lot off with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Duck and Cover (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Anakin will be gaining a decent amount of suppression through his command cards, so maybe don&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Anakin will be receiving a lot of suppression, one way or another, so this is pretty good to have.&lt;br /&gt;
&lt;br /&gt;
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This can allow Anakin to mince just about any squad he comes into contact with. Plus, token sharing.&lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) - exhaust to gain Tactical 1, which is gaining a free aim token after making a standard move. It&#039;s a free aim token, and Anakin can get Exemplar from one of his command cards. Not bad.&lt;br /&gt;
&lt;br /&gt;
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. This is pretty useless, outside of Rex increasing the range of Anakin&#039;s saber throw. Hard pass. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be very useful, especially if it&#039;s a turn where you&#039;re scared he won&#039;t be able to make it into melee with one. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This also applies to &#039;&#039;&#039;Deflect&#039;&#039;&#039;, so this can be really nice to have.&lt;br /&gt;
&lt;br /&gt;
Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Your opponent will most likely be shooting at Anakin a decent bit, considering the threat he can pose, so this can be nice to get a bonus out of it. &lt;br /&gt;
&lt;br /&gt;
Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
&lt;br /&gt;
Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Anakin&#039;s survival or allow more use out of Deflect. Recommended, unless another upgrade catches your eye.&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;
*Anakin&#039;s command cards all give him permanent buffs, with some downsides. He gains more keywords, but has penalties attached to those buffs requiring him to do certain things to avoid the downsides. Even better, most of his command cards are fun to say or meme to your opponent.&lt;br /&gt;
&lt;br /&gt;
    1 Pip: This is Where the Fun Begins - [Anakin Skywalker] Anakin gains Outmaneuver and Relentless, &#039;&#039;but&#039;&#039; if you don&#039;t activate Anakin as your first activation each round he gains a suppression. &lt;br /&gt;
&lt;br /&gt;
Makes Anakin a bit tankier and more deadly, which is nice, but also has one of the hardest downsides to mitigate from his cards. If you take saber throw you probably want to pop this early for relentless, but if you do make sure you have some way of modifying your pull or removing suppression tokens. Your 3 Anakin specific command cards only take you so far, especially since you probably popped &#039;&#039;&#039;Hero of the Clone Wars&#039;&#039;&#039; turn 1 and may have used &#039;&#039;&#039;You Underestimate My Power&#039;&#039;&#039; already.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: You Underestimate My Power - [Anakin Skywalker] Anakin gains Surge to crit and master of the force 1, &#039;&#039;but&#039;&#039; if he didn&#039;t attack someone he gains a suppression token. &lt;br /&gt;
&lt;br /&gt;
Free surge conversion is nice and allows him to spread around his surges more, and master of the force can allow him to get effectively free tokens every turn from a force upgrade. The downside isn&#039;t bad as long as you wait for him to be close enough to engage before playing the card.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: Hero of the Clone Wars - [Anakin Skywalker and 2 Units] Anakin gains exemplar and reliable 2, &#039;&#039;but&#039;&#039; if he&#039;s not at range 1-2 of an enemy unit he gains a suppression token. &lt;br /&gt;
&lt;br /&gt;
If you think you can keep Anakin close to any clone unit, this allows him to join the production of tokens for your army. Nice to give him a use early before he can start swinging his 5 red dice lightsaber at the enemy.&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;
Anakin feels a bit like an all rounder. He can become a giant support battery providing a lot of tokens to all the clones around him if you build that way. He can run in and beat the enemy with a very offensive lightsaber and good keywords. He can try for a middle ground. Time will tell where he settles in the meta since he&#039;s still rather new.&lt;br /&gt;
&lt;br /&gt;
Anakin at a glance: &lt;br /&gt;
&lt;br /&gt;
*Tempted: The option to take dark side force powers is a fun little gimmick.&lt;br /&gt;
*Flawed: If you don&#039;t manage your suppression on Anakin, the enemy can take him out for a turn basically free. However, certain things can be used to mitigate the impact of this, such as Improvised Orders or a certain other cheap clone commander adding a second Commander token into the pool.&lt;br /&gt;
*Permanent buffs: all of his command card effects linger. He becomes better, but harder to use the more cards you have played. Makes for an interesting decision proccess.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Operatives&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
====Padme Amidala====&lt;br /&gt;
(90 pts.) Politics meets violence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;Armement Upgrade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Looted E-5 Blaster&#039;&#039; (5 pts.) - Range 1-3, 1 Red 1 White. &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  This gives her a slightly more reliable damage at longer range, but slightly lower overall damage potential than her standard pistol.&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; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. This isn&#039;t worth it, because, at most, only one or two units will have the orders to benefit from these given tokens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Not useful since she can&#039;t use generic commands and her commands mostly target herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Padme is defending.  Helpful for keeping her alive, especially if Obi-Wan is around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - You may exhaust this card after taking a token from the order pool to grab a second token and choose between the two. Not terrible but there may be better options.  She doesn&#039;t have to be the nominated commander for the turn to use it, so it frees up a Command slot on Obi-Wan or Rex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It&#039;s ok if you are facing an army that does a lot of suppression. She doesn&#039;t have to be the commander for this to work either, freeing up a command slot on Obi-Wan or Rex.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This isn&#039;t too bad for some extra survivability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Padme&#039;s got Courage 3, so this isn&#039;t super useful. It&#039;s not terrible either, though, and could be very helpful in the turn she uses &#039;&#039;Our Fate Is In Your Hands&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Padme&#039;s not amazing at picking off characters, but could be useful for gaining a token to share using &#039;&#039;Exemplar&#039;&#039;.&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.  Not terrible, especially if you&#039;ve taken the looted E-5. You only have one slot, though, and this is probably the worst training upgrade to grab. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Padme&#039;s not awful at melee, but you probably don&#039;t really want her there.  &lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Considering Padme has Exemplar, this can be very nice to get more aims into other units. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039;, meaning you may spend dodge tokens to cancel crits. This can be very useful, especially considering she comes with Quick Thinking and Nimble. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not terrible for her, allowing her to dish out tasty green tokens to the clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. For when you desperately want one last activation out of her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re super worried about difficult terrain slowing her down, here&#039;s the fix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. If you&#039;re super worried about her climbing stuff, here&#039;s your fix (although she should probably have Expert Climber already, judging by the arena scene in &#039;&#039;Attack of the Clones&#039;&#039;...).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. This works well if you used her Diplomatic Cover to infiltrate, getting you ever closer to the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not great, but not terrible either. The only weapons that she has that really benefit from it would be melee and her range 2 pistol, so you&#039;re likely to struggle to get a lot of mileage out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one.&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: Diplomatic Cover - [Padme Amidala] &#039;&#039;&#039;Permanent&#039;&#039;&#039;: Padme gains &#039;&#039;&#039;Reliable 1&#039;&#039;&#039; (gain a free surge token at the start of the activation phase). However, you can choose to show this card during the deployment phase. If you do, you have to use this card as your command card during the first turn of the game. Padme instead gains &#039;&#039;&#039;Secret Mission&#039;&#039;&#039;, which allows her to gain a victory token as a free action once per battle when she&#039;s in an enemy deployment zone. She also gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and a Dodge token.  &lt;br /&gt;
&lt;br /&gt;
So basically Padme pretends to be a diplomat, sneaks into the enemy base, and steals vital info. It has to be played on the first turn, unless you would prefer to have Reliable 1, so there&#039;s no other &#039;&#039;real&#039;&#039; way to use this. Secret Mission is extremely good, so you will usually prefer to have it.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: Aggressive Negotiations - [Padme Amidala and 1 Trooper] When Padme Amidala issues an order to a trooper unit. It may either perform a speed-1 move or gain 1 aim, dodge, or surge token.&lt;br /&gt;
&lt;br /&gt;
This can be very nice, depending on the unit you use it on. Kenobi and Skywalker are troopers, so they&#039;re perhaps the best targets. Play this card when you expect a trooper unit to do some work. &lt;br /&gt;
&lt;br /&gt;
    1 Pip: Our Fate is in Your Hands - [Padme Amidala] Padme gains &#039;&#039;&#039;Danger Sense 2&#039;&#039;&#039; (when defending, she can roll an extra defense die per suppression she has, to a maximum of 2 extra). At the start of the activation phase, Padme Amidala may transfer any number of suppression tokens from trooper units at range 1-2 to herself. For each token transferred, she gains 1 dodge token, gaining up to 2 dodge tokens. &lt;br /&gt;
&lt;br /&gt;
She essentially takes on the suppression of those around her to allow them to fight while she hides. This is an interesting one. Bear in mind her &#039;&#039;Exemplar&#039;&#039; rule, so all those dodges may be useful for Clones (or Obi-Wan) when they&#039;re hanging around her! Clones can have trouble with handling suppression, so this can easily save a unit from losing a much needed action. &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;
Padme&#039;s more of a non-combatant, like Krennic or Leia, except she&#039;s an Operative. She doesn&#039;t give the morale boost  of a Commander and can&#039;t use generic command cards. She comes with 6 wounds and 3 courage, throwing white dice with surge on defense. For offense she throws 3 black in melee (apparently she knows martial arts) and she comes with a pistol that also throws 3 black, at range 1-2 and with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. She does have normal offensive surge as well, so she&#039;s not awful at fighting.&lt;br /&gt;
&lt;br /&gt;
As for special rules, she has &#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; (gain an Aim and a Dodge at the cost of an action) and &#039;&#039;&#039;Nimble&#039;&#039;&#039; (gain one dodge token after using one or more dodge tokens). She also has &#039;&#039;&#039;Sharpshooter 2&#039;&#039;&#039;, allowing her to completely ignore enemy cover To make her to better fit in with her Clone friends, she has the new &#039;&#039;&#039;Exemplar&#039;&#039;&#039; rule, which allows friendly units within range 1-2 and LOS to use her green tokens (note that it&#039;s &#039;&#039;units&#039;&#039;, so even a TX-130 could benefit...). Lastly, she has &#039;&#039;&#039;Authoritative&#039;&#039;&#039;, which appears to allow her to pass off an order issued to her to a friendly unit within range 1-2, much like the Comms Relay upgrade.&lt;br /&gt;
&lt;br /&gt;
Using Padme&#039;s 1 pip command card for &#039;&#039;&#039;Secret Mission&#039;&#039;&#039; can win games, especially considering Clones have access to R2-D2 for another free victory token. You just have to make sure she&#039;s properly protected, which isn&#039;t hard, considering Obi-Wan Kenobi also exists. You could say he&#039;s her only hope.&lt;br /&gt;
&lt;br /&gt;
Padme also isn&#039;t much of a fighter, but can do some decent damage when push comes to shove. She works primarily better as a token generator for other units, given that Authoritative isn&#039;t limited to Clone Trooper units. She only has a 5+ save, so stay close to heavy cover and make thorough use of dodge tokens with Nimble. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====R2-D2====&lt;br /&gt;
(45 pts.) The plucky little droid who is the only character in the movies who knows pretty much everything that happened from start to finish. He also has one of the highest kill counts among the characters...&lt;br /&gt;
&lt;br /&gt;
He can also be accompanied by his robo-sexual life-mate C-3PO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;
Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. Actually a pretty good take since he can roll around without fear of getting attacked. Just be sure that another friendly unit is available to be shot at so Inconspicuous can&#039;t be ignored.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. The current meta is that this isn&#039;t bad as it allows you to pass off R2&#039;s order from his Smoke Screen command and give two other units the free move.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally a nice back-up, but expensive. &lt;br /&gt;
&lt;br /&gt;
Integrated Comms Antenna (3 pts.) - allows R2 to be issued an order when he&#039;s within range 4 of a commander instead of the normal range 3. For three points, this isn&#039;t the worst investment, but for 2 more points you could use a Jammer or Relay. &lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (5 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;
C-3PO&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(15 pts.) C-3PO is R2-D2&#039;s counterpart, and can only be taken as an upgrade to R2. For 15 points you gain two wounds to the unit and a melee &amp;quot;clumsy kick&amp;quot; for 1 white damage. 3PO isn&#039;t taken for his melee abilities, though. He has two special rules: &#039;&#039;&#039;Calculate Odds&#039;&#039;&#039; (as an action, choose a friendly trooper within range 1 and LOS and it gains one dodge, aim, &#039;&#039;and&#039;&#039; suppression token); and &#039;&#039;&#039;Distract&#039;&#039;&#039; (as a free action, lose Inconspicuous for the rest of the turn and force an enemy unit at range 1-2 to attack R2 and 3PO). Basically, C-3PO is annoying, and this has some real effects on the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Blast Off!&amp;quot; - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action.&lt;br /&gt;
&lt;br /&gt;
Basically gives you a turn where R2 is focused on fleeing the scene.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Impromptu Immolation&amp;quot; - [R2-D2] - R2 can make a free move action after making an attack; he also temporarily gains a weapon that does a 2 white dice attack with range melee to 1, which also has Blast, Spray, and Suppressive.&lt;br /&gt;
&lt;br /&gt;
Remember in &#039;&#039;Revenge of the Sith&#039;&#039; when R2 sprayed oil on some super battle droids and then fried them?  Yeah, he does that, and it&#039;s kind of nasty.  White dice limits the power of the attack but if it targets a large unit, you could be tossing a lot of dice.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Smoke Screen&amp;quot; - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move. Additionally, at the start of his activation R2 gains a free action to lay smoke (he can place a smoke token within range 1, and &#039;&#039;all&#039;&#039; units fully within 1&amp;quot; of the token get +1 cover).&lt;br /&gt;
&lt;br /&gt;
R2 does that smoke thing from the end of &#039;&#039;The Empire Strikes Back&#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;
For 45 points you get a droid trooper (calm down, clones... he&#039;s a good one. It means he won&#039;t suffer Suppressed and doesn&#039;t get the +1 cover from suppression, etc.) with 4 wounds and 2 courage. He has surge on offense and defense, throwing white defense dice, and zapping people in melee or at range 1 for 3 white with Suppressive. He also has the &#039;&#039;&#039;Grounded&#039;&#039;&#039; rule, meaning he is unable to climb or clamber. But you don&#039;t take him for his combat abilities.&lt;br /&gt;
&lt;br /&gt;
R2-D2 is an astromech droid, and as such, has the &#039;&#039;&#039;Repair 2: Capacity 2&#039;&#039;&#039; ability. This is huge. If you take a TX-130 tank (or two), you probably want to be fielding R2 because each time he uses the ability (a card action that he can use twice. That&#039;s what the &amp;quot;Capacity 2&amp;quot; part means), he can remove any combination of two damage, wound, or ion tokens from one tank. He could also repair damage that he&#039;s taken himself, since the Repair rule doesn&#039;t specify it has to be another unit!&lt;br /&gt;
&lt;br /&gt;
He&#039;s also got &#039;&#039;&#039;Inconspicuous&#039;&#039;&#039; and &#039;&#039;&#039;Secret Mission&#039;&#039;&#039;. These are the other big reasons why you take R2. Inconspicuous disallows enemy units from attacking R2 if he has at least one suppression token and there&#039;s another valid target available; and he can choose not to remove a token during the Rally step (but he will still remove one at the end of the Activation Phase like normal). Bear in mind, however, that if there is no other valid target for the enemy unit, they can ignore Inconspicuous and attack R2. So you also need to make sure that he stays out of charge/melee range of enemy units. Anyway, this should help him get into position for Secret Mission, which allows him, as a free action once per game, to claim a free victory token if he&#039;s in the enemy deployment zone. If he&#039;s still &amp;quot;alive&amp;quot; at the end of the game, his side gains that token when determining who won. R2 is really slow (movement 1, but one of his commands can boost it temporarily), but Inconspicuous should help him double move each turn until he gets into the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
R2-D2 is a good cheap way of gaining an extra activation, especially in this army, where &#039;&#039;nothing&#039;&#039; is cheap. While his points were raised in the November 2020 RRG, this hasn&#039;t changed anything. That&#039;s not to say he doesn&#039;t have his uses; He absolutely does. In addition to his low cost, he has two main strategies:&lt;br /&gt;
&lt;br /&gt;
1.  Repair - if you take a heavy unit or some support vehicles, R2 has a superior repair ability and will keep your tanks fighting longer than usual. Your tanks are already pretty tough, as is.  Also bear in mind that if you have a damage token and lose it, you cannot gain another one for the rest of the battle. So if your tank suffers six wounds and gains a damage token, you can use his ability twice (not in the same turn, of course) and regain 3 lost wounds and remove the damage token to become immune to damage for the rest of the game.  Not terrible.&lt;br /&gt;
&lt;br /&gt;
2.  Shifty spy shit - use his Inconspicuous and Secret Mission abilities to sneak around and get a victory token to help tip the battle in your favor. C-3PO can also be a good take in this regard as his Calculate Odds ability can dish out those yummy green tokens that your clones like so much.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corps&#039;&#039;&#039;===&lt;br /&gt;
3-6 Selections.&lt;br /&gt;
&lt;br /&gt;
====Phase 1 Clone Troopers====&lt;br /&gt;
(52 pts.) &amp;quot;Just like the simulations.&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15 Phase I Trooper&#039;&#039; (27 pts.) - Adds a clone with a Range 1-4 gun. It has 2 red attack dice, and &#039;&#039;&#039;Critical 1&#039;&#039;&#039;.  Clones already have pretty solid shooting and this gives some extra punch. At range 4! Not a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Z-6 Phase I Trooper&#039;&#039; (23 pts.) - Adds a clone with a range 1-3 minigun. Cool. Fires 6 white dice (or the same as a whole squad of B1s for 11 points less). Great choice if you like throwing dice but don&#039;t care if you actually score any hits. However, that one time you manage to get 5-6 hits will be legendary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DP-23 Phase I Trooper&#039;&#039; (23 pts.) - Adds a clone with a Range 1-2 gun. It has 2 black and 1 white attack dice, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. Basically a shotgun. The gunner still has a DC-15A like all other clones, so fire that until you get within range 2 and then switch to the shotty for some extra oomph (and in a pinch Rex&#039;s &amp;quot;Take That, Clankers&amp;quot; command can boost the range to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RPS-6 Phase I Trooper&#039;&#039; (21 pts.) - Adds a clone with a &#039;&#039;&#039;Cumbersome&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; rocket launcher that fires one red, black and white die at range 2-4. Unlike most other missile launchers, it doesn&#039;t Exhaust to fire. Cumbersome means you can&#039;t move if you want to shoot it, but then you can Aim and fire every turn (rather than have to spend an action recovering). Gives the Clones some reliable heavy anti-armor punch that they generally lack.&lt;br /&gt;
&lt;br /&gt;
Fives (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the Coordinate: Clone Trooper keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Fives is an amazing upgrade to any squad. Take him. &lt;br /&gt;
&lt;br /&gt;
Echo (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with Critical 1, Lethal 1, and Immune: Deflect. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. He&#039;s very nice, but generally better put in an ARC Strike Team. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Trooper&#039;&#039; (10 pts.) - gives you an extra mook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Captain&#039;&#039; (14 pts.) - gives you an extra mook who becomes your unit leader, and he comes with a Training upgrade slot. Exhaust when the squad activates to lose the ability (for the unit&#039;s &#039;&#039;entire&#039;&#039; activation, so upgrades like Strict Orders don&#039;t work) to remove suppression tokens but also become immune to being Suppressed, allowing you to survive things like Vader&#039;s Master of Evil bomb intact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Specialist&#039;&#039; (14 pts.) - gives you an extra mook who comes with an extra Gear upgrade slot. Exhaust to gain an Aim, Dodge, or Surge token. Clones love those tasty green tokens, and he&#039;s another way of getting an extra one, plus the extra slot can get you some Targeting Scopes to maximize an Aim token&#039;s effectiveness. You could, instead, just ignore the slot and use his squad as a Token factory for your other squads, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Meh. Clones can just do an Aim action on their own and share it for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Situational, only useful if you run into a lot of difficult terrain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Situational, only useful if you play on a table with lots of level terrain you desperately want to climb. For a single point, it&#039;s not the worst investment of leftover points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#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 range to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.  Especially useful on the units that aren&#039;t scouting with Rex (note that it doesn&#039;t stack with Rex&#039;s &amp;quot;Scouting Party&amp;quot; ability).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not terrible, especially if you have the aim token to utilize it. The unit with Targeting Scopes must be the one with the token, though. The token cannot be received through token sharing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. If you&#039;re playing on a table with lots of cover, this is may be useful to negate it. Remember, you just need to throw one to make your whole attack pool ignore cover. The short range will limit its use though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die, that grants surge to critical.  This is pretty mean. A six man squad of Clones throwing 5 red dice plus whatever their heavy weapon is (a Z-6 looks pretty good right about now...) with critical surges? Ouch. The only downside is the range. This is a solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die that gives Impact 1. If you are fighting against Empire and they&#039;ve got an AT-ST or two and you want to make them disappear, this is how.  Although the short range means they&#039;re going to see it coming. Of course, if your opponent isn&#039;t fielding any vehicles, then you&#039;ve wasted those points. It&#039;s a nice back-up, though!  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action 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 (smoke tokens improve cover to units near them). Your Clones work best if bunched together, meaning you could get some good results from this. Combine this with a suppression token and your unit suddenly has heavy cover even when standing out in the open. Another solid upgrade choice, but you probably don&#039;t need a lot of units carrying it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons, as well. &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;
Currently Clone Troopers are an expensive combination of Rebel shooting and Stormtrooper armor. This is reflected in their price per unit/model. They have the option to share tokens amongst multiple units of Clone Troopers and can offer Fire Support to each other, making Suppression a little less important to their activations. However, bear in mind that Clone units are very susceptible to suppression, overall, so you should be careful not to ignore the dangers of it. &lt;br /&gt;
&lt;br /&gt;
The shown abilities of the Clone Trooper Captain and Specialist look to be a no-brainer upgrade for them, giving them more options to ignore suppression in its entirety, and generate tokens without having to sacrifice activations to do so. They bring the already high price point of the unit up, but without question make them much more worth bringing. &lt;br /&gt;
&lt;br /&gt;
All of their heavy weapons options are viable, as well. Each one fulfills a different role, like forcing the squad to become more aggressive or allow it to hang back and plink enemy squads down at range. Clones rely on their corps more so than any other faction, so these boys, along with Phase IIs, will be your bread and butter. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Phase 2 Clone Troopers====&lt;br /&gt;
(62 pts.) &amp;quot;For the Republic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Z-6 Phase II Trooper&#039;&#039; (27 pts.) - range 1-3 doing 6 white dice. Great for sheer volume of dice; not great if you want an effective weapon that actually scores a lot of hits. Make sure you&#039;ve got access to aim tokens when firing these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase II Mortar Trooper&#039;&#039; (20 pts.) - range 2-4 doing 2 black dice with Critical 1, Suppressive, and Cumbersome.  A great option if you&#039;re going for gunline It makes you sit still to fire anyway, so just do that.  Aim action + fire.  &lt;br /&gt;
&lt;br /&gt;
Fives (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the Coordinate: Clone Trooper keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Fives is really good to have on a Phase I squad, and can be just as good on a Phase II one. However, you will be spending a lot of points for a single squad. Maybe save him for a Pahse I squad, if possible. &lt;br /&gt;
&lt;br /&gt;
Echo (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with Critical 1, Lethal 1, and Immune: Deflect. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Echo prefers to be in an ARC Trooper Strike Team, but can do decently well in a Phase II squad. Like with Fives, though, the squad will start to cost a lot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase II Clone Trooper&#039;&#039; (13 pts.) - adds an extra mook.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful since these clones are courage 2, but if you&#039;re going mortar gunline, you probably wanna just deploy in cover and not need this. If you&#039;re not, then you may also find yourself immediately losing an action because a squad got shot once by a suppressive weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Always a handy choice, since clones aren&#039;t great at dealing with excessive suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Extra tokens are nice, but it&#039;ll require you firing at a unit that is considered &amp;quot;wounded&amp;quot; (like characters or multi-wound models like Tauntauns, Imperial Royal Guards, and Wookiees) to benefit. Still, if you can pull it off, extra tokens to share are welcome. You don&#039;t &#039;&#039;have&#039;&#039; to use it, either, in case you want it for more token sharing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. Not a terrible take, although your clones do have Fire Support built in, which is somewhat similar. Not generally recommended unless you&#039;re going for a gimmick, of sorts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Clones aren&#039;t bad in melee but that&#039;s not ideally where you want them. Not a bad choice, not a great one either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be really nice, for obvious reasons. Token sharing is &#039;&#039;strong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Dodge tokens won&#039;t be as prevalent for Clone units, so, while this can be useful, it also isn&#039;t the &#039;&#039;most&#039;&#039; useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not terrible but you are probably better off just doing an Aim action with the unit and sharing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Worried about difficult terrain slowing you down?  Worry no more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Wanna climb lots of stuff without needing to worry about falling and dying?  Here&#039;s the answer. Extremely cheap, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#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 range to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;. Cheap and effective, but bear in mind Rex and his Scouting Party. Also, if you&#039;re planning on doing a mortar-oriented gunline, it&#039;s not as attractive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not bad, as it helps reroll all those black dice you&#039;ll be chucking. It&#039;s better if you took the Z-6, because that boy is gonna roll a lot of misses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You already throw black dice with your ranged weapons, but if you&#039;re super worried about cover, here you go. You only need to throw one to make the entire attack ignore cover. This obviously won&#039;t be useful if you plan to use a gunline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. Now we&#039;re talkin. Superior to your DC-15A&#039;s and melee, with critical surge to boot. Definitely worth a look, if you plan to be aggressive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  If you know you&#039;re fighting against an AAT/AT-ST or two, these aren&#039;t a bad choice. If your opponent has no viable armored targets, then this is obviously wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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- each smoke token grants +1 cover to every unit whose leader is within range 1 of it; it also grants that bonus to any unit those units shoot at (the blind effect works both ways). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your your weapons, as well.&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;
For 8 more points a squad nets you one more Courage, &#039;&#039;&#039;Reliable&#039;&#039;&#039; (automatically get one free Surge Token at the start of each Activation Phase), and a Training slot over your basic Phase I Clone Troopers.&lt;br /&gt;
&lt;br /&gt;
They&#039;re essentially the same as the Phase I clones, but with slightly different weapon options and the free surge token. They also look cooler (Subjectively)! You also have the option of mucking around with Training upgrades, of course, which can be very nice. Basically it boils down to what heavy weapon you take with them. Z-6 lets you use them much the same as your Phase I&#039;s, while the mortar more or less forces you to use them for gunline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special Forces&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
====ARC Troopers====&lt;br /&gt;
(78 pts.) &amp;quot;One shot, One kill.&amp;quot; These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15x ARC trooper&#039;&#039; (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, and &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; (spend one aim token to give the attack &amp;quot;Pierce 1&amp;quot;). This is really good, and gives an ARC Trooper squad some really good firepower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fives&#039;&#039; (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the &#039;&#039;Clone Wars&#039;&#039; cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the &#039;&#039;&#039;Coordinate: Clone Trooper&#039;&#039;&#039; keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Generally, Fives is better used in a corps unit, for his bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Echo&#039;&#039; (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal 1&#039;&#039;&#039;, and &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Really good, as it&#039;s just a flat better DC-15x ARC Trooper.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you&#039;ll not want to receive more suppression than you can manage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo&#039;s Lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. If you plan to play more reactive, than this can be nice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Arc troopers can be great in melee, even against units with pierce, so this isn&#039;t that bad. There are more versatile options, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This stacks with their &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, for &#039;&#039;&#039;Tactical 2&#039;&#039;&#039;. You want this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make ARC Troopers even more durable, but other upgrades are probably better to take. They&#039;re already durable enough, as is. &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. This isn&#039;t necessary due to a certain training upgrade that exists. Tactical 2 is far better than the ability to &#039;&#039;spend an action&#039;&#039; to give &#039;&#039;another&#039;&#039; unit an aim token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This is generally nice, if terrain is a big problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don&#039;t want to dish out the points for the jump packs. Or both...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason &#039;&#039;Hunter&#039;&#039; is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jet Packs&#039;&#039; (10 pts) - As a card action, gain &#039;&#039;&#039;Jump 2&#039;&#039;&#039;.  Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain.  Plus they look awesome.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You&#039;re ARCs are throwing enough dice to mitigate it how useful these are at this range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. ARC Troopers are throwing 1 black and white die at this range, anyways, so these really aren&#039;t too useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Against vehicles, this can be extremely useful for your ARC Troopers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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.  Each smoke token grants +1 cover to any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it works both ways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols or DC-15x and maximize damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you&#039;re getting this close to the enemy, but that&#039;s generally not where ARC &#039;&#039;really&#039;&#039; want to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. ARC Troopers will want any orders you give them, so this is a hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive.&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;
Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers.  Captain Rex was one of the first ARC troopers, so they&#039;ve got a lot in common.&lt;br /&gt;
&lt;br /&gt;
They have &#039;&#039;&#039;Impervious&#039;&#039;&#039; (grants extra defense dice if they&#039;re hit by something with Pierce) and &#039;&#039;&#039;Scout 2&#039;&#039;&#039; (free movement-2 move after deploying). They also have &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; (reduce enemy cover by 1) and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier.&lt;br /&gt;
&lt;br /&gt;
These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. A full unit can cause havoc on any battlefield and be annoying to displace. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ARC Troopers Strike Team====&lt;br /&gt;
(27 pts.) &amp;quot;One shot, One kill.&amp;quot; These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were. This is the two man Strike Team variant, where the heavy weapons upgrade must be taken and becomes the unit leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15x ARC trooper&#039;&#039; (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, and &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; (spend one aim token to give the attack &amp;quot;Pierce 1&amp;quot;). This is really good, and gives a Strike Team some really good firepower at range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fives&#039;&#039; (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the &#039;&#039;Clone Wars&#039;&#039; cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the &#039;&#039;&#039;Coordinate: Clone Trooper&#039;&#039;&#039; keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Generally, Fives is better used in a corps unit, for his bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Echo&#039;&#039; (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal 1&#039;&#039;&#039;, and &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Really good, as he&#039;s just a flat better DC-15x ARC Trooper.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you&#039;ll not want to receive more suppression than you can manage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo&#039;s Lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. This isn&#039;t too useful on a Strike Team, who&#039;ll want to utilize their range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Strike Teams almost never want to be in melee. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This stacks with their &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, for &#039;&#039;&#039;Tactical 2&#039;&#039;&#039;. You want this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is largely wasted on a Strike Team. &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. Strike teams typically won&#039;t want to be token generators, given the firepower they&#039;ll, themselves, have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This is generally nice, if terrain is a big problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don&#039;t want to dish out the points for the jump packs. Or both...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason &#039;&#039;Hunter&#039;&#039; is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jet Packs&#039;&#039; (10 pts) - As a card action, gain &#039;&#039;&#039;Jump 2&#039;&#039;&#039;.  Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain.  Plus they look awesome.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Your Strike Teams are entirely ranged based. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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.  Each smoke token grants +1 cover to any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it works both ways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you&#039;re getting this close to the enemy, but that&#039;s generally not where ARC &#039;&#039;really&#039;&#039; want to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. ARC Troopers will want any orders you give them, so this is a hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive.&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;
Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers.  Captain Rex was one of the first ARC troopers, so they&#039;ve got a lot in common.&lt;br /&gt;
&lt;br /&gt;
They have &#039;&#039;&#039;Impervious&#039;&#039;&#039; (grants extra defense dice if they&#039;re hit by something with Pierce) and &#039;&#039;&#039;Scout 2&#039;&#039;&#039; (free movement-2 move after deploying). They also have &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; (reduce enemy cover by 1) and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier.&lt;br /&gt;
&lt;br /&gt;
These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. Their primary use is to sit back and snipe high value targets or commander units. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Support&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====BARC Speeder====&lt;br /&gt;
(60 pts.) Before the deathtrap that is the 74-Z speeder bike, came this hefty piece of military hardware (In canon, Imperial scouts are said to prefer the BARC over the 74-Z. Wedge can also be quoted, in the Imperial Handbook, saying even he doesn&#039;t like driving one of those things). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#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 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; (5 pts.) - You always count as being within range of your commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC Ion Gunner&#039;&#039; (22 pts.) - Puts a clone with an Ion gun in the sidecar. Reduces your maximum speed by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC Twin Laser Gunner&#039;&#039; (15 pts.) - Puts a clone with a machine gun in the sidecar. Reduces your maximum speed by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC RPS-6 Gunner&#039;&#039; (21 pts.) - Puts a clone with a rocket launcher in the sidecar. Reduces your maximum speed by 1. This is the only one that doesn&#039;t have &#039;&#039;&#039;Fixed: Front, Rear&#039;&#039;&#039; restrictions.&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;
A fast and potentially heavy hitting repulsor vehicle, having the ability to take a side car with a flexible selection of gunners means you can customize this unit to fight various types of threats. Ironically, bringing a side car to slow it down can be seen as a bonus, allowing the vehicle&#039;s compulsory move to not send it screaming across the board. As of the November 2020 RRG, compulsory moves can be done at the start or end of an activation, allowing for more flexibility, in this regard, too.&lt;br /&gt;
&lt;br /&gt;
Sporting a Red Dice for defense allows the speeder to take more damage than its contemporaries. Having Cover 1 only adds icing onto this cake, too. 2/3 of the Side-Car options are locked firing arcs, with only the RPS-6 being exempt from this. While expensive when kitted out, upgrading it with an HQ uplink or Linked Targeting array can give you the most bang for your buck. Generally, its role on the battlefield will be determined by what the side-car has been upgraded to. The naked bike is a bit lack-luster, sporting a red, 2 black (arsenal 2 works with regular blaster), and white dice for offense. It does however sport surge to hit, which can make for some hilarious fire-support bombs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[All_Terrain_Soup|AT-RT]]====&lt;br /&gt;
(65 pts.) Pretty much the same as the Rebel one, but slightly better because it&#039;s manned by an elite ARF clone rather than a random rebel dude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Laser Cannon&#039;&#039; (10 pts.) - range 2-4 firing one red and two black with Fixed: Front and Impact 3. This is a pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought an AT-ST, this should do a decent job of plugging holes in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Rotary Blaster&#039;&#039; (20 pts.) - range 1-3 firing five black dice and with Fixed: Front.  Pretty solid, no frills anti-infantry weapon. With the built-in surge to hit of the AT-RT, it can be quite mean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Flame Thrower&#039;&#039; (20 pts.) - range 1 firing two black with Fixed: Front, Blast (ignore cover), and Spray (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. Could be useful to screw with Confederacy B1 droids daisy chaining orders, while you&#039;re roasting them with the flame thrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another 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 probably isn&#039;t super useful since, in all likelihood, you&#039;re actually going to want to make sure this unit gets that order.&lt;br /&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 solid choice to ensure it gets an order, even though the Command card you&#039;re using is troopers only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re doing a wonky scenario, like one that includes the Disarray deployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gives you a free Aim token when the unit is issued an order.  Aim tokens are always nice to have, especially with the gobs of black dice this guy can throw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Clone AT-RT is very similar to the Rebel version, but with some minor changes. It comes with the same 6 health, 4 resilience, and white defense die. However, instead of having surge to crit, the Republic At-RT has surge to hit and defend. This means it sacrifices some anti-cover and vehicle firepower for slightly better defense. It also still has speed-2 movement, but gains &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing it perform a speed-1 move after deploying. The &#039;&#039;&#039;Armor&#039;&#039;&#039;, &#039;&#039;&#039;Climbing Vehicle&#039;&#039;&#039;, and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039; keywords remain. The driver wields a rocket launcher, firing 1 black and 2 white dice with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, as well. The walker, itself, throws 3 red dice in melee with &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
AT-RTs can fit any combat role you need them to, with each of their hard points. The Flamer can deal with infantry units; The Laser Cannon will easily threaten any armor on the board; While the Rotary Cannon is a great middle ground, even though it does have lesser anti-tank potential.  &lt;br /&gt;
&lt;br /&gt;
The Clone variant costs more than it&#039;s Rebel cousin, but is still cheap enough to not really hinder list building. Taking one or two for specific purposes isn&#039;t a bad idea, if the BARC speeder isn&#039;t calling out to you. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy&#039;&#039;&#039;===&lt;br /&gt;
Up to 2 Selections.&lt;br /&gt;
&lt;br /&gt;
====TX-130 Saber-class Fighter Tank====&lt;br /&gt;
(170 pts.) Returning from Star Wars: Battlefront, we have the much beloved Saber tank. It may be expensive, but, oh boy, does it warrant the price. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;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;Aayla Secura&#039;&#039; (5 pts.) - Your tank gains &#039;&#039;&#039;Inspire 2&#039;&#039;&#039; and &#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;. This also means Aayla Secura can bypass the Commander requirement for list building, as of the November 2020 RRG. If done, Aayla becomes the commander for the list. She will also gain a courage value of 2, solely for the purpose of buffing the courage of those around her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plo Koon&#039;&#039; (9 pts.) - Exhaust as a free action to gain &#039;&#039;&#039;Agile 2&#039;&#039;&#039; for the rest of the activation; Agile 2 grants 2 Dodge tokens after making a standard move. Make a double move to gain a whopping four Dodge tokens! This greatly synergizes with the Saber tanks &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Veteran Clone Pilot&#039;&#039; (7 pts.) - Exhaust to allow your tank and a friendly Clone Trooper unit within range 1 to share Aim, Dodge, and Surge tokens; and then ready this card during the End Phase. This gives token sharing to the Saber tank (because it otherwise lacks the Clone Trooper keyword)! Keep in mind, though, that units with Exemplar do exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Hard Point Upgrades (x1 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TX-130 Beam Cannon Turret&#039;&#039; (30 pts.) - range 1-4 doing 2 red dice with &#039;&#039;&#039;Beam 2&#039;&#039;&#039;; After attacking, the tank may make two additional attacks using only this weapon. The new targets can&#039;t have already defended and must be within range 1 of the initial target. This is very good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TX-130 Twin Laser Turret&#039;&#039; (14 pts.) - range 1-3 doing 3 black with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;. A low cost alternative to the beam cannon, that loses some range and punch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ordnance Upgrades (x1 slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Piercing Shells&#039;&#039; (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;, &#039;&#039;&#039;Impact 3&#039;&#039;&#039;, and &#039;&#039;&#039;Cycle&#039;&#039;&#039; (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High Energy Shells&#039;&#039;  (8 pts.) - Exhaust to make an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and Fixed: Front. This is at range 2-4, throwing 1 white and 2 red dice. It&#039;s your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted &#039;&#039;now&#039;&#039;.  Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bunker Buster Shells&#039;&#039; (12 pts) - Exhaust to fire an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Blast&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;, and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your &#039;&#039;interesting&#039;&#039; option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output.&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; (5 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;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. Saber tanks won&#039;t exactly say no to aim tokens, and it&#039;ll probably be receiving orders decently enough. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 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;
For 10 more points than an AT-ST, you get a solid hover tank with the same gun (2 black, 2 red, 2 white with range 1-4, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;). The tank can be upgraded to have any number of weapons, and comes with &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039; so you can always fire two of them. Each one has it&#039;s own strengths and merits, so there&#039;s almost no reason not to take at least one more so that you can utilize the Arsenal keyword. &lt;br /&gt;
&lt;br /&gt;
The tank comes with the &#039;&#039;&#039;Armor&#039;&#039;&#039; rule to ignore all non-critical hits, 9 wounds and a 6 damage threshold, while throwing red dice without surge on defense. It&#039;s pretty tough, being one of two tanks in the game throwing red defensive dice (the other is the droids&#039; AAT). It also has the new &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; rule, which allows it to use dodge tokens against critical hits. Although it&#039;s described as being &amp;quot;particularly nimble for an armored vehicle&amp;quot;, it moves at the same speed-2 that most other tanks move. It hovers though, so it does have a little advantage when it comes to clearing terrain, plus it can make a &amp;quot;strafe&amp;quot; move (which is a special move that lets it slide to the left or right at speed decreased by 1).&lt;br /&gt;
&lt;br /&gt;
It does have some downsides though.  It has &#039;&#039;&#039;Weak Point&#039;&#039;&#039; on its sides and rear, meaning if an enemy manages to shoot it in those arcs, they gain Impact +1. Also, like the Clones it&#039;s supporting, it can be pricey, especially if you go big on the bells and whistles.&lt;br /&gt;
&lt;br /&gt;
A single Saber tank can have a heavy impact on your opponents game plan, regardless of how you kit it out, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unit Upgrade Boxes&#039;&#039;&#039;===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots. Currently, only Phase I Trooper units have access to them. &lt;br /&gt;
&lt;br /&gt;
=====Phase I Clone Troopers Upgrades=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel Upgrades&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;Phase I Clone Captain&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Phase I Clone Specialist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;DP-23 Phase I Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;RPS-6 Phase I Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Released==&lt;br /&gt;
*Republic Specialists Personnel Expansion&lt;br /&gt;
&lt;br /&gt;
==Tactics &amp;amp; Building==&lt;br /&gt;
* Some cards have been changed via Errata, so here is a link to it: https://images-cdn.fantasyflightgames.com/filer_public/d6/15/d615052c-f568-4bdc-9cf7-316727c3e251/swl_rules_reference_20-compressed.pdf&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&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>2601:188:4101:3060:281D:CB0E:1E79:6E4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Clones&amp;diff=451483</id>
		<title>Star Wars: Legion/Tactics/Clones</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Clones&amp;diff=451483"/>
		<updated>2021-01-06T01:17:18Z</updated>

		<summary type="html">&lt;p&gt;2601:188:4101:3060:281D:CB0E:1E79:6E4: /* Obi-Wan Kenobi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play The Grand Army of the Republic==&lt;br /&gt;
You like storm troopers but also hate painting white. Being able to customize your troopers based on your favourite colors is a nice bonus. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Jedi&lt;br /&gt;
&lt;br /&gt;
*You get to play the &amp;quot;Space Marines&amp;quot; of Star Wars Legions&lt;br /&gt;
&lt;br /&gt;
*If Obi-Wan is in your army, which is very likely, you get to say &amp;quot;Hello There.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Your units hit hard and are mostly rocking red dice for saves.&lt;br /&gt;
&lt;br /&gt;
*You have access to lots of tokens. Dodge, Surge, and Aim tokens will be able to push your units above what they are capable of on their own. &lt;br /&gt;
&lt;br /&gt;
*Token Sharing. A unique ability that makes Clones behave more like a massive single unit, as opposed to several separate troopers going about their business. Single Clones left alive from a unit can become token factories for the rest of your army. Standby tokens cannot be shared. &lt;br /&gt;
&lt;br /&gt;
*Wombo-Combo potential is strong with this army. Obi-wan and Rex together can be a mean combo.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Most of your cool stuff is probably too big for this game(I mean have you seen a Star Wars Armada Super Star destroyer? Fantasy Flight is not adverse to big models, but even so, don&#039;t hold your breath waiting for an [[All_Terrain_Soup|AT-TE]] and there is precious little between TX-130 and said [[Banesword]] on legs).&lt;br /&gt;
&lt;br /&gt;
*Your army an elite army. Very expensive. You will usually be out-activated if you build an army with anything but bare-minimum core troops and support. &lt;br /&gt;
&lt;br /&gt;
*There is a dependence on Surge Tokens to get the best out of your units. &lt;br /&gt;
&lt;br /&gt;
*Your army is very susceptible to bad dice. Every casualty hurts, and a string of back luck can result in a cascade effect amongst your army.  &lt;br /&gt;
&lt;br /&gt;
*Painting white armor can be difficult. There are tutorials online how to do it well, just be prepared to lose a few clones to practice runs. Sorastro, on YouTube, makes some really great ones: https://www.youtube.com/user/Sorastro&lt;br /&gt;
&lt;br /&gt;
==Faction Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clone Trooper&#039;&#039;&#039;: Clone Trooper units within range 1 and line of sight of another clone trooper unit can share Dodge, Aim, and Surge tokens with each other (Standby token sharing has been removed with the Nov-20-2020 rules update).  So if a Clone trooper unit has a dodge token, and a nearby clone unit gets shot, the shot unit can use that dodge token as if they had it themselves.  Gives a little extra tactical flexibility to your squads and allows you to access more tokens on important units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Support&#039;&#039;&#039;: while not technically a Faction Rule, most Clone Trooper units have it, even if only temporarily as in the case of Captain Rex.  When a unit makes a ranged attack, one friendly unit with the Fire Support rule and a face up order token may add its eligible weapons (that is, within range and line of sight) to the attack pool; afterward, the Fire Supporting unit must then flip its order token. It helps when concentrating fire on an enemy unit that you &#039;&#039;really&#039;&#039; want dead, like Royal Guard, enemy characters, etc.  Additionally, it gets around any potential problems due to Suppression and Panic. The Fire Supporting unit never checks to see if it&#039;s Suppressed or Panicked; however, it does effectively lose one of its actions, and doesn&#039;t get a chance to Rally (although it still loses a Suppression token in the End Phase as normal). It also cannot add it&#039;s surges to the pool, but will add the keywords the weapon being used has.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===&#039;&#039;&#039;Commanders&#039;&#039;&#039;===&lt;br /&gt;
1-2 Selections.&lt;br /&gt;
&lt;br /&gt;
====Obi-Wan Kenobi====&lt;br /&gt;
(170 pts.) The man so great, just saying his name is a meme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using &amp;quot;Knowledge and Defense&amp;quot;; But that&#039;s super situational.  Generally a pass, since there are other more useful Force powers. &lt;br /&gt;
&lt;br /&gt;
Force Barrier (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. Combined with Obi-Wan&#039;s &#039;&#039;&#039;Guardian&#039;&#039;&#039; rule, this can make your units especially difficult to dislodge from a point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 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. This one&#039;s pretty good considering Clones like having lots of tokens and sharing them.  &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. Handy for shoving enemy units into the open or within charge range. Always a good option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a &amp;quot;must have&amp;quot;, as Jedi need dodge tokens to trigger Deflect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon&#039;s dice (rounded up). Obi-Wan doesn&#039;t have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black; Coming with Critical 2, Impact 2, and Pierce 2). Obi-Wan doesn&#039;t have Relentless so he still has to use a normal attack action to use it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but you only have two Force slots on Obi, and there are other good options. If you&#039;re facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not very useful against Droids or an Imperial army led by Vader, but otherwise makes for a nice nuisance.&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; (5 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Worth taking, especially since Clones can share the tokens...&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. Generally not that great considering the table size (unless you&#039;re playing on a larger table, or you&#039;re worried your BARC is going to wind up out of the normal range).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. &#039;&#039;&#039;&#039;&#039;Never take this on Obi-Wan.&#039;&#039;&#039;&#039;&#039; The rules state that a unit with Guardian cannot &amp;quot;guard&amp;quot; a friendly unit that also has Guardian. Obi-Wan has Guardian built-in, meaning he literally cannot benefit from this. It only triggers when Obi-Wan defends, as well, so it won&#039;t help anyone else either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - You may draw a second token when pulling an order from the order pool, and choose between the two.  This generally isn&#039;t amazing, or bad. It becomes more useful, the more unit diversity a list has. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance.  If you&#039;re playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don&#039;t get Suppressed.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan&#039;s got a solid defense already and then Deflect on top of that. &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&#039;s an ok upgrade, but Obi-Wan has Courage 3 so he doesn&#039;t really need to worry as much about being Suppressed. If you feel as if suppression is an issue for you, however, this can be amazing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. Worth taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Not bad, considering Jedi constantly want to be moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  Obi-Wan has no ranged attack unless you take Saber Throw, and even then it&#039;s only range 2. This is going to be a reoccurring problem with this upgrade. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. Ob-Wan will usually be receiving any orders that are given, but this can help for the one round or two where he doesn&#039;t. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This also affects &#039;&#039;&#039;Deflect&#039;&#039;&#039;, so this isn&#039;t a bad choice!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the Training upgrades most worth taking.&lt;br /&gt;
&lt;br /&gt;
Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
&lt;br /&gt;
Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Ob-Wan gets good use out of his Mastery. Recommended, unless another upgrade catches your eye.&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;
    1 Pip: Hello There! - [Obi-Wan Kenobi] Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. &lt;br /&gt;
&lt;br /&gt;
Similar to &amp;quot;Knowledge and Defense&amp;quot;, it helps Obi-Wan be the bad ass he was in &#039;&#039;Revenge of the Sith&#039;&#039;. Plus it&#039;s a meme, and that&#039;s always fun. Use this card when you want to recreate the Utapau scene, because that&#039;s literally what it&#039;s for. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: Knowledge and Defense - [2 Troopers] Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. &lt;br /&gt;
&lt;br /&gt;
Useful for that one turn where you &#039;&#039;really&#039;&#039; need Obi-Wan to survive. Don&#039;t forget that he can use the dodges to Deflect while using Soresu Mastery too.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: General Kenobi - [Obi-Wan Kenobi and 2 Units] When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it.&lt;br /&gt;
&lt;br /&gt;
Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you.&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;
Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don&#039;t hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 2/3 chance to save against wounds, which includes a 1/6 chance to also deflect damage back is usually a better idea than depending on your expensive unit&#039;s base saves. &lt;br /&gt;
&lt;br /&gt;
As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone&#039;s Fire-support. With abilities stacking onto themselves, this results in Obi-Wan&#039;s impact and pierce being given to an entire unit of clones&#039; shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A, rocking critical 1 for this particular tactic. All the stacking of abilities. &lt;br /&gt;
&lt;br /&gt;
Obi-Wan at a glance: &lt;br /&gt;
&lt;br /&gt;
*Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift.  &lt;br /&gt;
*Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan&#039;s Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens. &lt;br /&gt;
*Accidental Offense: Using Obi-Wan&#039;s Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won&#039;t put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing. Defending your doods. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clone Captain Rex====&lt;br /&gt;
(90 pts.) &amp;quot;In my book, experience outranks everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan&#039;s Command Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. This can help your valuable Captain stay alive, and it stacks with Obi-Wan&#039;s Guardian 3 for a mighty Guardian 4...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It&#039;s ok if you are facing an army that does a lot of suppression.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially early in the game if you&#039;ve used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens and Rex&#039;s measly courage value of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering Rex&#039;s low Courage value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. He has &amp;quot;Tactical 1&amp;quot; built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn&#039;t really need this, but it could be useful to gain an extra free Aim token and save it to be shared by other Clone units (although the short pistol range will limit how often this can be used).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - Exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token when making a move). Stacks with the &#039;&#039;Tactical 1&#039;&#039; Rex already has built in, and his 3-pip command allows him to ready it for free after he uses it. A fantastic, low-cost way to get some more aim tokens to share with his clone brothers without using actions (and you can still use his second action, after moving, to gain another green token to share). Definitely worth taking!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  Rex&#039;s only ranged attack is range 2, so...hard pass, as per usual. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. More often than not, Rex will be receiving orders, anyways, but it could be useful for the few times he doesn&#039;t. Token sharing makes other upgrade far more worth it, however. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Not too recommended, but can be a nice backup. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  You generally don&#039;t really want Rex in melee, although he&#039;s not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you&#039;ve got the spare points and slot, there are worse ways to use them.&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. Not bad for when stuff is still out of Rex&#039;s reach but not your clones&#039; reach. This allows them to move and fire while still having access to an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you take the jetpack for 8 points more, this is largely irrelevant, but this can be a great budget way to deal with terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you take the jetpack for 8 points more, this is largely irrelevant, as well, but this can be an amazing budget way to deal with terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with Rex&#039;s built-in Recon, which then works with Rex&#039;s built-in &amp;quot;Recon Party&amp;quot; ability. A free speed 2 move for Rex and two trooper units before the game starts? Pretty much a &amp;quot;must have&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. At most, he throws 3 red dice, which have a high probability (about 88% each when you factor surge) of hitting anyway. Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, but Jetpacks do exist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jetpacks&#039;&#039; (5 pts., specifically for Rex) - Rex gets a 5 point discount on these. As a card action, he can make a Jump 2 move. A great way to make sure he&#039;s where you need him to be, and since you&#039;re making a standard move with it, you can still gain an aim token due to &#039;&#039;Tactical 1&#039;&#039;. Never a bad choice and often worth the investment. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Rex has Sharpshooter 1 so he ignores light cover and turns heavy into light. You&#039;re probably better off just sticking with his pistols.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die and surge to critical. Rex&#039;s pistol attacks are better...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with one black die and Impact 1. You&#039;re probably better off saving the 5 points and using Rex&#039;s pistols. Most grenades kind of suck. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action 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 (smoke tokens improve cover by 1 to units whose squad leader is within range 1 of them- but also confer that bonus to any enemy they shoot at- it works both ways). Since your Clones are likely to be bunched together, you could potentially get a lot of mileage out of this, and it gives Rex something to do when his pistols aren&#039;t in range yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). Not too useful on Rex, sadly. &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;
    1 Pip: Call Me Captain - [Clone Captain Rex] Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to the attack pool.&lt;br /&gt;
&lt;br /&gt;
For one turn, Rex becomes a short-ranged machine gun that&#039;s hopped up on goofballs. Note, however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won&#039;t add his built-in critical surge or sharpshooter.  But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he&#039;s within range. Plus, he&#039;ll still get his normal activation! Just make sure he&#039;s the last unit you activate because he has to have his face-up order token to do it. Once you get a few of these shots off, your opponent is sure to notice and bring guns to bear on him, so make sure he&#039;s got some protection, too. Thankfully, you have access to a ton of &#039;&#039;&#039;Guardian x&#039;&#039;&#039;, as a Clone player. &lt;br /&gt;
&lt;br /&gt;
 2 Pip: Take That, Clankers! - [2 Troopers] When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the &amp;quot;gather a attack dice pool&amp;quot; step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4).&lt;br /&gt;
&lt;br /&gt;
Not bad for the early game, having your clones take long range pot-shots at enemy units before those enemy units can fire back. Unfortunately since it specifies that they must have an Aim token (meaning you can&#039;t use the clones&#039; token sharing ability), they&#039;re probably going to have to do an Aim action before making the attack (unless they get an Aim token some other way, like a different unit using Electrobinoculars to gift one). ARC troopers with HQ Uplinks are will love this! Also note: This can increase the range of Saber throw.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: We&#039;re Not Programmed - [4 Clone Troopers] Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers.&lt;br /&gt;
&lt;br /&gt;
The Recover part may seem a bit puzzling considering he doesn&#039;t really have anything that requires readying, but don&#039;t forget that it also allows you to remove any number of Suppression tokens.  Inspire 2 and Surge tokens are pretty nice, and you get four order tokens too (don&#039;t forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics.&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;
Rex is a close range gunslinger that your clones will be happy to call Captain. With Gunslinger, Tactical 1, Sharpshooter 1, Scout 1, and Scouting Party, Rex can carry his own in a firefight, as well as support his troopers. Sporting 3 red dice on his range 2 pistols, and 2 red dice in melee, he isn&#039;t afraid to get up close and personal to enemy units. Naturally surging to crit only adds to his ability to shoot above his weight. Being 90 points base puts him on par with a kitted out clone trooper unit, but he is easily worth the cost. &lt;br /&gt;
&lt;br /&gt;
His new to Legion ability, &amp;quot;Scouting Party&amp;quot;, allows him to give 2 trooper units within range 2 the ability to scout move the same value as him. Put simply, he lets 3 units (including himself) Scout for the price of 1. Adding in the 2 point upgrade Recon Intel allows all 3 of these units to perform a free move before the game begins. Do not forget the fact that Rex will start with a shareable Aim token after this scout move, thanks to Tactical 1. This means that you&#039;ll often have a strong forward position. &lt;br /&gt;
&lt;br /&gt;
Important things to remember about him: &lt;br /&gt;
&lt;br /&gt;
*5 wounds: He will not enjoy being focused fired for a particularly long period of time. He isn&#039;t a slouch, but he is not a tank.&lt;br /&gt;
*Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as if Obi-Wan was the commander nearby. &lt;br /&gt;
*Recon and Recon Intel: Recon Intel is a no-brainer upgrade for him. Just do it. Being able to have 2 units of clones getting a free movement with him is not to be underestimated. &lt;br /&gt;
*Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don&#039;t forget the token sharing.&lt;br /&gt;
*Range 2: He is a relatively short ranged hero, and will require some finesse to get the most out of him offensively. His 1 Pip card can be potentially devastating over the course of a turn, but it requires him to get into the teeth of enemy forces. Keep this in mind when tossing him around the battlefield. In Skirmish matches, Rex is terrifying with it. &lt;br /&gt;
*3 Pip card: His 3 Pip card is fairly unique, allowing 4 Clone Trooper units to be issued an order. This combos well with Aggressive Tactics, spreading surge tokens around to units that enjoy having a surplus of them. On top of this, Rex being able to recover for free, as well as gaining Inspire, is a much needed boon for Clone troopers, that otherwise lack many sources of inspire and clearing suppression. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anakin Skywalker====&lt;br /&gt;
(160 pts.) The man in the mechanical suit before he needed the suit. Be sure to cover his base with sand for maximum theming. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Letting you issue orders anywhere is good. But most of your army is going to be clumped to make use of token sharing anyway. Only the BARC is going to be getting far on average, and it has a comms slot to accomplish the same thing this upgrade does.&lt;br /&gt;
&lt;br /&gt;
Force Barrier (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This is amazing for boosting the durability of your units. Saber tanks somehow become even more annoying to deal with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 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. This is a nice power since clones share tokens and having more is always good.&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 1-2 to perform a speed 1 move, even if they&#039;re engaged. Shove enemies close enough so you&#039;ll be able to smack them with your saber. A solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action. A good option to reflect a wound back here or there with Anakin&#039;s Djem So Mastery, and gives another token to share if you&#039;ve gained exemplar on Anakin already.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon&#039;s dice (rounded up). Anakin doesn&#039;t have a ranged attack, this gives him one, effectively 3 red dice at range 1-2 with impact 3 and pierce 3. Made even better by the fact one of Anakin&#039;s command cards can give him relentless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Since a suppressed clone can just generate a token to pass along to another unit or take the tokens they need from other units, this isn&#039;t really that necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Most Trooper units, outside of droids, have problems with handling suppression. This is almost always good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tempted - Anakin has the ability tempted which opens up the option to take dark side powers despite being a light side Jedi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s not bad here honestly. Due to one of Anakin&#039;s cards giving him exemplar, he can act as an additional battery for sharing tokens from. That means the token he gains shouldn&#039;t ever go to waste.&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. It&#039;s low cost and gives a suppression token, but with the relatively low amount of ways clones have to play a suppression game like the empire has it&#039;s not amazing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust as a free action to choose a non-Commander, non-Operative unit at range 1 and inflict one wound. Can be useful to finish off units without having to dedicate shooting to them, but don&#039;t expect to pull a lot off with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Duck and Cover (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Anakin will be gaining a decent amount of suppression through his command cards, so maybe don&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Anakin will be receiving a lot of suppression, one way or another, so this is pretty good to have.&lt;br /&gt;
&lt;br /&gt;
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This can allow Anakin to mince just about any squad he comes into contact with. Plus, token sharing.&lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) - exhaust to gain Tactical 1, which is gaining a free aim token after making a standard move. It&#039;s a free aim token, and Anakin can get Exemplar from one of his command cards. Not bad.&lt;br /&gt;
&lt;br /&gt;
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. This is pretty useless, outside of Rex increasing the range of Anakin&#039;s saber throw. Hard pass. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be very useful, especially if it&#039;s a turn where you&#039;re scared he won&#039;t be able to make it into melee with one. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Dodge tokens aren&#039;t exactly rare, for force users, but are typically used for deflect. There&#039;s better options. &lt;br /&gt;
&lt;br /&gt;
Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Your opponent will most likely be shooting at Anakin a decent bit, considering the threat he can pose, so this can be nice to get a bonus out of it. &lt;br /&gt;
&lt;br /&gt;
Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye.&lt;br /&gt;
&lt;br /&gt;
Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Anakin&#039;s survival or allow more use out of Deflect. Recommended, unless another upgrade catches your eye.&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;
*Anakin&#039;s command cards all give him permanent buffs, with some downsides. He gains more keywords, but has penalties attached to those buffs requiring him to do certain things to avoid the downsides. Even better, most of his command cards are fun to say or meme to your opponent.&lt;br /&gt;
&lt;br /&gt;
    1 Pip: This is Where the Fun Begins - [Anakin Skywalker] Anakin gains Outmaneuver and Relentless, &#039;&#039;but&#039;&#039; if you don&#039;t activate Anakin as your first activation each round he gains a suppression. &lt;br /&gt;
&lt;br /&gt;
Makes Anakin a bit tankier and more deadly, which is nice, but also has one of the hardest downsides to mitigate from his cards. If you take saber throw you probably want to pop this early for relentless, but if you do make sure you have some way of modifying your pull or removing suppression tokens. Your 3 Anakin specific command cards only take you so far, especially since you probably popped &#039;&#039;&#039;Hero of the Clone Wars&#039;&#039;&#039; turn 1 and may have used &#039;&#039;&#039;You Underestimate My Power&#039;&#039;&#039; already.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: You Underestimate My Power - [Anakin Skywalker] Anakin gains Surge to crit and master of the force 1, &#039;&#039;but&#039;&#039; if he didn&#039;t attack someone he gains a suppression token. &lt;br /&gt;
&lt;br /&gt;
Free surge conversion is nice and allows him to spread around his surges more, and master of the force can allow him to get effectively free tokens every turn from a force upgrade. The downside isn&#039;t bad as long as you wait for him to be close enough to engage before playing the card.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: Hero of the Clone Wars - [Anakin Skywalker and 2 Units] Anakin gains exemplar and reliable 2, &#039;&#039;but&#039;&#039; if he&#039;s not at range 1-2 of an enemy unit he gains a suppression token. &lt;br /&gt;
&lt;br /&gt;
If you think you can keep Anakin close to any clone unit, this allows him to join the production of tokens for your army. Nice to give him a use early before he can start swinging his 5 red dice lightsaber at the enemy.&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;
Anakin feels a bit like an all rounder. He can become a giant support battery providing a lot of tokens to all the clones around him if you build that way. He can run in and beat the enemy with a very offensive lightsaber and good keywords. He can try for a middle ground. Time will tell where he settles in the meta since he&#039;s still rather new.&lt;br /&gt;
&lt;br /&gt;
Anakin at a glance: &lt;br /&gt;
&lt;br /&gt;
*Tempted: The option to take dark side force powers is a fun little gimmick.&lt;br /&gt;
*Flawed: If you don&#039;t manage your suppression on Anakin, the enemy can take him out for a turn basically free. However, certain things can be used to mitigate the impact of this, such as Improvised Orders or a certain other cheap clone commander adding a second Commander token into the pool.&lt;br /&gt;
*Permanent buffs: all of his command card effects linger. He becomes better, but harder to use the more cards you have played. Makes for an interesting decision proccess.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Operatives&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
====Padme Amidala====&lt;br /&gt;
(90 pts.) Politics meets violence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;Armement Upgrade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Looted E-5 Blaster&#039;&#039; (5 pts.) - Range 1-3, 1 Red 1 White. &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  This gives her a slightly more reliable damage at longer range, but slightly lower overall damage potential than her standard pistol.&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; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. This isn&#039;t worth it, because, at most, only one or two units will have the orders to benefit from these given tokens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Not useful since she can&#039;t use generic commands and her commands mostly target herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Padme is defending.  Helpful for keeping her alive, especially if Obi-Wan is around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - You may exhaust this card after taking a token from the order pool to grab a second token and choose between the two. Not terrible but there may be better options.  She doesn&#039;t have to be the nominated commander for the turn to use it, so it frees up a Command slot on Obi-Wan or Rex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It&#039;s ok if you are facing an army that does a lot of suppression. She doesn&#039;t have to be the commander for this to work either, freeing up a command slot on Obi-Wan or Rex.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This isn&#039;t too bad for some extra survivability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Padme&#039;s got Courage 3, so this isn&#039;t super useful. It&#039;s not terrible either, though, and could be very helpful in the turn she uses &#039;&#039;Our Fate Is In Your Hands&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Padme&#039;s not amazing at picking off characters, but could be useful for gaining a token to share using &#039;&#039;Exemplar&#039;&#039;.&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.  Not terrible, especially if you&#039;ve taken the looted E-5. You only have one slot, though, and this is probably the worst training upgrade to grab. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Padme&#039;s not awful at melee, but you probably don&#039;t really want her there.  &lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Considering Padme has Exemplar, this can be very nice to get more aims into other units. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039;, meaning you may spend dodge tokens to cancel crits. This can be very useful, especially considering she comes with Quick Thinking and Nimble. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not terrible for her, allowing her to dish out tasty green tokens to the clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. For when you desperately want one last activation out of her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re super worried about difficult terrain slowing her down, here&#039;s the fix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. If you&#039;re super worried about her climbing stuff, here&#039;s your fix (although she should probably have Expert Climber already, judging by the arena scene in &#039;&#039;Attack of the Clones&#039;&#039;...).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. This works well if you used her Diplomatic Cover to infiltrate, getting you ever closer to the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not great, but not terrible either. The only weapons that she has that really benefit from it would be melee and her range 2 pistol, so you&#039;re likely to struggle to get a lot of mileage out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one.&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: Diplomatic Cover - [Padme Amidala] &#039;&#039;&#039;Permanent&#039;&#039;&#039;: Padme gains &#039;&#039;&#039;Reliable 1&#039;&#039;&#039; (gain a free surge token at the start of the activation phase). However, you can choose to show this card during the deployment phase. If you do, you have to use this card as your command card during the first turn of the game. Padme instead gains &#039;&#039;&#039;Secret Mission&#039;&#039;&#039;, which allows her to gain a victory token as a free action once per battle when she&#039;s in an enemy deployment zone. She also gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and a Dodge token.  &lt;br /&gt;
&lt;br /&gt;
So basically Padme pretends to be a diplomat, sneaks into the enemy base, and steals vital info. It has to be played on the first turn, unless you would prefer to have Reliable 1, so there&#039;s no other &#039;&#039;real&#039;&#039; way to use this. Secret Mission is extremely good, so you will usually prefer to have it.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: Aggressive Negotiations - [Padme Amidala and 1 Trooper] When Padme Amidala issues an order to a trooper unit. It may either perform a speed-1 move or gain 1 aim, dodge, or surge token.&lt;br /&gt;
&lt;br /&gt;
This can be very nice, depending on the unit you use it on. Kenobi and Skywalker are troopers, so they&#039;re perhaps the best targets. Play this card when you expect a trooper unit to do some work. &lt;br /&gt;
&lt;br /&gt;
    1 Pip: Our Fate is in Your Hands - [Padme Amidala] Padme gains &#039;&#039;&#039;Danger Sense 2&#039;&#039;&#039; (when defending, she can roll an extra defense die per suppression she has, to a maximum of 2 extra). At the start of the activation phase, Padme Amidala may transfer any number of suppression tokens from trooper units at range 1-2 to herself. For each token transferred, she gains 1 dodge token, gaining up to 2 dodge tokens. &lt;br /&gt;
&lt;br /&gt;
She essentially takes on the suppression of those around her to allow them to fight while she hides. This is an interesting one. Bear in mind her &#039;&#039;Exemplar&#039;&#039; rule, so all those dodges may be useful for Clones (or Obi-Wan) when they&#039;re hanging around her! Clones can have trouble with handling suppression, so this can easily save a unit from losing a much needed action. &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;
Padme&#039;s more of a non-combatant, like Krennic or Leia, except she&#039;s an Operative. She doesn&#039;t give the morale boost  of a Commander and can&#039;t use generic command cards. She comes with 6 wounds and 3 courage, throwing white dice with surge on defense. For offense she throws 3 black in melee (apparently she knows martial arts) and she comes with a pistol that also throws 3 black, at range 1-2 and with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. She does have normal offensive surge as well, so she&#039;s not awful at fighting.&lt;br /&gt;
&lt;br /&gt;
As for special rules, she has &#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; (gain an Aim and a Dodge at the cost of an action) and &#039;&#039;&#039;Nimble&#039;&#039;&#039; (gain one dodge token after using one or more dodge tokens). She also has &#039;&#039;&#039;Sharpshooter 2&#039;&#039;&#039;, allowing her to completely ignore enemy cover To make her to better fit in with her Clone friends, she has the new &#039;&#039;&#039;Exemplar&#039;&#039;&#039; rule, which allows friendly units within range 1-2 and LOS to use her green tokens (note that it&#039;s &#039;&#039;units&#039;&#039;, so even a TX-130 could benefit...). Lastly, she has &#039;&#039;&#039;Authoritative&#039;&#039;&#039;, which appears to allow her to pass off an order issued to her to a friendly unit within range 1-2, much like the Comms Relay upgrade.&lt;br /&gt;
&lt;br /&gt;
Using Padme&#039;s 1 pip command card for &#039;&#039;&#039;Secret Mission&#039;&#039;&#039; can win games, especially considering Clones have access to R2-D2 for another free victory token. You just have to make sure she&#039;s properly protected, which isn&#039;t hard, considering Obi-Wan Kenobi also exists. You could say he&#039;s her only hope.&lt;br /&gt;
&lt;br /&gt;
Padme also isn&#039;t much of a fighter, but can do some decent damage when push comes to shove. She works primarily better as a token generator for other units, given that Authoritative isn&#039;t limited to Clone Trooper units. She only has a 5+ save, so stay close to heavy cover and make thorough use of dodge tokens with Nimble. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====R2-D2====&lt;br /&gt;
(45 pts.) The plucky little droid who is the only character in the movies who knows pretty much everything that happened from start to finish. He also has one of the highest kill counts among the characters...&lt;br /&gt;
&lt;br /&gt;
He can also be accompanied by his robo-sexual life-mate C-3PO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;
Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. Actually a pretty good take since he can roll around without fear of getting attacked. Just be sure that another friendly unit is available to be shot at so Inconspicuous can&#039;t be ignored.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. The current meta is that this isn&#039;t bad as it allows you to pass off R2&#039;s order from his Smoke Screen command and give two other units the free move.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally a nice back-up, but expensive. &lt;br /&gt;
&lt;br /&gt;
Integrated Comms Antenna (3 pts.) - allows R2 to be issued an order when he&#039;s within range 4 of a commander instead of the normal range 3. For three points, this isn&#039;t the worst investment, but for 2 more points you could use a Jammer or Relay. &lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (5 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;
C-3PO&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(15 pts.) C-3PO is R2-D2&#039;s counterpart, and can only be taken as an upgrade to R2. For 15 points you gain two wounds to the unit and a melee &amp;quot;clumsy kick&amp;quot; for 1 white damage. 3PO isn&#039;t taken for his melee abilities, though. He has two special rules: &#039;&#039;&#039;Calculate Odds&#039;&#039;&#039; (as an action, choose a friendly trooper within range 1 and LOS and it gains one dodge, aim, &#039;&#039;and&#039;&#039; suppression token); and &#039;&#039;&#039;Distract&#039;&#039;&#039; (as a free action, lose Inconspicuous for the rest of the turn and force an enemy unit at range 1-2 to attack R2 and 3PO). Basically, C-3PO is annoying, and this has some real effects on the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Blast Off!&amp;quot; - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action.&lt;br /&gt;
&lt;br /&gt;
Basically gives you a turn where R2 is focused on fleeing the scene.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Impromptu Immolation&amp;quot; - [R2-D2] - R2 can make a free move action after making an attack; he also temporarily gains a weapon that does a 2 white dice attack with range melee to 1, which also has Blast, Spray, and Suppressive.&lt;br /&gt;
&lt;br /&gt;
Remember in &#039;&#039;Revenge of the Sith&#039;&#039; when R2 sprayed oil on some super battle droids and then fried them?  Yeah, he does that, and it&#039;s kind of nasty.  White dice limits the power of the attack but if it targets a large unit, you could be tossing a lot of dice.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Smoke Screen&amp;quot; - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move. Additionally, at the start of his activation R2 gains a free action to lay smoke (he can place a smoke token within range 1, and &#039;&#039;all&#039;&#039; units fully within 1&amp;quot; of the token get +1 cover).&lt;br /&gt;
&lt;br /&gt;
R2 does that smoke thing from the end of &#039;&#039;The Empire Strikes Back&#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;
For 45 points you get a droid trooper (calm down, clones... he&#039;s a good one. It means he won&#039;t suffer Suppressed and doesn&#039;t get the +1 cover from suppression, etc.) with 4 wounds and 2 courage. He has surge on offense and defense, throwing white defense dice, and zapping people in melee or at range 1 for 3 white with Suppressive. He also has the &#039;&#039;&#039;Grounded&#039;&#039;&#039; rule, meaning he is unable to climb or clamber. But you don&#039;t take him for his combat abilities.&lt;br /&gt;
&lt;br /&gt;
R2-D2 is an astromech droid, and as such, has the &#039;&#039;&#039;Repair 2: Capacity 2&#039;&#039;&#039; ability. This is huge. If you take a TX-130 tank (or two), you probably want to be fielding R2 because each time he uses the ability (a card action that he can use twice. That&#039;s what the &amp;quot;Capacity 2&amp;quot; part means), he can remove any combination of two damage, wound, or ion tokens from one tank. He could also repair damage that he&#039;s taken himself, since the Repair rule doesn&#039;t specify it has to be another unit!&lt;br /&gt;
&lt;br /&gt;
He&#039;s also got &#039;&#039;&#039;Inconspicuous&#039;&#039;&#039; and &#039;&#039;&#039;Secret Mission&#039;&#039;&#039;. These are the other big reasons why you take R2. Inconspicuous disallows enemy units from attacking R2 if he has at least one suppression token and there&#039;s another valid target available; and he can choose not to remove a token during the Rally step (but he will still remove one at the end of the Activation Phase like normal). Bear in mind, however, that if there is no other valid target for the enemy unit, they can ignore Inconspicuous and attack R2. So you also need to make sure that he stays out of charge/melee range of enemy units. Anyway, this should help him get into position for Secret Mission, which allows him, as a free action once per game, to claim a free victory token if he&#039;s in the enemy deployment zone. If he&#039;s still &amp;quot;alive&amp;quot; at the end of the game, his side gains that token when determining who won. R2 is really slow (movement 1, but one of his commands can boost it temporarily), but Inconspicuous should help him double move each turn until he gets into the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
R2-D2 is a good cheap way of gaining an extra activation, especially in this army, where &#039;&#039;nothing&#039;&#039; is cheap. While his points were raised in the November 2020 RRG, this hasn&#039;t changed anything. That&#039;s not to say he doesn&#039;t have his uses; He absolutely does. In addition to his low cost, he has two main strategies:&lt;br /&gt;
&lt;br /&gt;
1.  Repair - if you take a heavy unit or some support vehicles, R2 has a superior repair ability and will keep your tanks fighting longer than usual. Your tanks are already pretty tough, as is.  Also bear in mind that if you have a damage token and lose it, you cannot gain another one for the rest of the battle. So if your tank suffers six wounds and gains a damage token, you can use his ability twice (not in the same turn, of course) and regain 3 lost wounds and remove the damage token to become immune to damage for the rest of the game.  Not terrible.&lt;br /&gt;
&lt;br /&gt;
2.  Shifty spy shit - use his Inconspicuous and Secret Mission abilities to sneak around and get a victory token to help tip the battle in your favor. C-3PO can also be a good take in this regard as his Calculate Odds ability can dish out those yummy green tokens that your clones like so much.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corps&#039;&#039;&#039;===&lt;br /&gt;
3-6 Selections.&lt;br /&gt;
&lt;br /&gt;
====Phase 1 Clone Troopers====&lt;br /&gt;
(52 pts.) &amp;quot;Just like the simulations.&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15 Phase I Trooper&#039;&#039; (27 pts.) - Adds a clone with a Range 1-4 gun. It has 2 red attack dice, and &#039;&#039;&#039;Critical 1&#039;&#039;&#039;.  Clones already have pretty solid shooting and this gives some extra punch. At range 4! Not a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Z-6 Phase I Trooper&#039;&#039; (23 pts.) - Adds a clone with a range 1-3 minigun. Cool. Fires 6 white dice (or the same as a whole squad of B1s for 11 points less). Great choice if you like throwing dice but don&#039;t care if you actually score any hits. However, that one time you manage to get 5-6 hits will be legendary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DP-23 Phase I Trooper&#039;&#039; (23 pts.) - Adds a clone with a Range 1-2 gun. It has 2 black and 1 white attack dice, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. Basically a shotgun. The gunner still has a DC-15A like all other clones, so fire that until you get within range 2 and then switch to the shotty for some extra oomph (and in a pinch Rex&#039;s &amp;quot;Take That, Clankers&amp;quot; command can boost the range to 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RPS-6 Phase I Trooper&#039;&#039; (21 pts.) - Adds a clone with a &#039;&#039;&#039;Cumbersome&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; rocket launcher that fires one red, black and white die at range 2-4. Unlike most other missile launchers, it doesn&#039;t Exhaust to fire. Cumbersome means you can&#039;t move if you want to shoot it, but then you can Aim and fire every turn (rather than have to spend an action recovering). Gives the Clones some reliable heavy anti-armor punch that they generally lack.&lt;br /&gt;
&lt;br /&gt;
Fives (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the Coordinate: Clone Trooper keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Fives is an amazing upgrade to any squad. Take him. &lt;br /&gt;
&lt;br /&gt;
Echo (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with Critical 1, Lethal 1, and Immune: Deflect. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. He&#039;s very nice, but generally better put in an ARC Strike Team. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Trooper&#039;&#039; (10 pts.) - gives you an extra mook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Captain&#039;&#039; (14 pts.) - gives you an extra mook who becomes your unit leader, and he comes with a Training upgrade slot. Exhaust when the squad activates to lose the ability (for the unit&#039;s &#039;&#039;entire&#039;&#039; activation, so upgrades like Strict Orders don&#039;t work) to remove suppression tokens but also become immune to being Suppressed, allowing you to survive things like Vader&#039;s Master of Evil bomb intact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase I Clone Specialist&#039;&#039; (14 pts.) - gives you an extra mook who comes with an extra Gear upgrade slot. Exhaust to gain an Aim, Dodge, or Surge token. Clones love those tasty green tokens, and he&#039;s another way of getting an extra one, plus the extra slot can get you some Targeting Scopes to maximize an Aim token&#039;s effectiveness. You could, instead, just ignore the slot and use his squad as a Token factory for your other squads, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Meh. Clones can just do an Aim action on their own and share it for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Situational, only useful if you run into a lot of difficult terrain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Situational, only useful if you play on a table with lots of level terrain you desperately want to climb. For a single point, it&#039;s not the worst investment of leftover points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#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 range to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.  Especially useful on the units that aren&#039;t scouting with Rex (note that it doesn&#039;t stack with Rex&#039;s &amp;quot;Scouting Party&amp;quot; ability).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not terrible, especially if you have the aim token to utilize it. The unit with Targeting Scopes must be the one with the token, though. The token cannot be received through token sharing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. If you&#039;re playing on a table with lots of cover, this is may be useful to negate it. Remember, you just need to throw one to make your whole attack pool ignore cover. The short range will limit its use though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die, that grants surge to critical.  This is pretty mean. A six man squad of Clones throwing 5 red dice plus whatever their heavy weapon is (a Z-6 looks pretty good right about now...) with critical surges? Ouch. The only downside is the range. This is a solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die that gives Impact 1. If you are fighting against Empire and they&#039;ve got an AT-ST or two and you want to make them disappear, this is how.  Although the short range means they&#039;re going to see it coming. Of course, if your opponent isn&#039;t fielding any vehicles, then you&#039;ve wasted those points. It&#039;s a nice back-up, though!  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action 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 (smoke tokens improve cover to units near them). Your Clones work best if bunched together, meaning you could get some good results from this. Combine this with a suppression token and your unit suddenly has heavy cover even when standing out in the open. Another solid upgrade choice, but you probably don&#039;t need a lot of units carrying it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons, as well. &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;
Currently Clone Troopers are an expensive combination of Rebel shooting and Stormtrooper armor. This is reflected in their price per unit/model. They have the option to share tokens amongst multiple units of Clone Troopers and can offer Fire Support to each other, making Suppression a little less important to their activations. However, bear in mind that Clone units are very susceptible to suppression, overall, so you should be careful not to ignore the dangers of it. &lt;br /&gt;
&lt;br /&gt;
The shown abilities of the Clone Trooper Captain and Specialist look to be a no-brainer upgrade for them, giving them more options to ignore suppression in its entirety, and generate tokens without having to sacrifice activations to do so. They bring the already high price point of the unit up, but without question make them much more worth bringing. &lt;br /&gt;
&lt;br /&gt;
All of their heavy weapons options are viable, as well. Each one fulfills a different role, like forcing the squad to become more aggressive or allow it to hang back and plink enemy squads down at range. Clones rely on their corps more so than any other faction, so these boys, along with Phase IIs, will be your bread and butter. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Phase 2 Clone Troopers====&lt;br /&gt;
(62 pts.) &amp;quot;For the Republic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Z-6 Phase II Trooper&#039;&#039; (27 pts.) - range 1-3 doing 6 white dice. Great for sheer volume of dice; not great if you want an effective weapon that actually scores a lot of hits. Make sure you&#039;ve got access to aim tokens when firing these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase II Mortar Trooper&#039;&#039; (20 pts.) - range 2-4 doing 2 black dice with Critical 1, Suppressive, and Cumbersome.  A great option if you&#039;re going for gunline It makes you sit still to fire anyway, so just do that.  Aim action + fire.  &lt;br /&gt;
&lt;br /&gt;
Fives (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the Coordinate: Clone Trooper keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Fives is really good to have on a Phase I squad, and can be just as good on a Phase II one. However, you will be spending a lot of points for a single squad. Maybe save him for a Pahse I squad, if possible. &lt;br /&gt;
&lt;br /&gt;
Echo (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with Critical 1, Lethal 1, and Immune: Deflect. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Echo prefers to be in an ARC Trooper Strike Team, but can do decently well in a Phase II squad. Like with Fives, though, the squad will start to cost a lot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase II Clone Trooper&#039;&#039; (13 pts.) - adds an extra mook.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful since these clones are courage 2, but if you&#039;re going mortar gunline, you probably wanna just deploy in cover and not need this. If you&#039;re not, then you may also find yourself immediately losing an action because a squad got shot once by a suppressive weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Always a handy choice, since clones aren&#039;t great at dealing with excessive suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Extra tokens are nice, but it&#039;ll require you firing at a unit that is considered &amp;quot;wounded&amp;quot; (like characters or multi-wound models like Tauntauns, Imperial Royal Guards, and Wookiees) to benefit. Still, if you can pull it off, extra tokens to share are welcome. You don&#039;t &#039;&#039;have&#039;&#039; to use it, either, in case you want it for more token sharing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. Not a terrible take, although your clones do have Fire Support built in, which is somewhat similar. Not generally recommended unless you&#039;re going for a gimmick, of sorts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Clones aren&#039;t bad in melee but that&#039;s not ideally where you want them. Not a bad choice, not a great one either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be really nice, for obvious reasons. Token sharing is &#039;&#039;strong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Dodge tokens won&#039;t be as prevalent for Clone units, so, while this can be useful, it also isn&#039;t the &#039;&#039;most&#039;&#039; useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not terrible but you are probably better off just doing an Aim action with the unit and sharing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Worried about difficult terrain slowing you down?  Worry no more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Wanna climb lots of stuff without needing to worry about falling and dying?  Here&#039;s the answer. Extremely cheap, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#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 range to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;. Cheap and effective, but bear in mind Rex and his Scouting Party. Also, if you&#039;re planning on doing a mortar-oriented gunline, it&#039;s not as attractive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not bad, as it helps reroll all those black dice you&#039;ll be chucking. It&#039;s better if you took the Z-6, because that boy is gonna roll a lot of misses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You already throw black dice with your ranged weapons, but if you&#039;re super worried about cover, here you go. You only need to throw one to make the entire attack ignore cover. This obviously won&#039;t be useful if you plan to use a gunline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. Now we&#039;re talkin. Superior to your DC-15A&#039;s and melee, with critical surge to boot. Definitely worth a look, if you plan to be aggressive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  If you know you&#039;re fighting against an AAT/AT-ST or two, these aren&#039;t a bad choice. If your opponent has no viable armored targets, then this is obviously wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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- each smoke token grants +1 cover to every unit whose leader is within range 1 of it; it also grants that bonus to any unit those units shoot at (the blind effect works both ways). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your your weapons, as well.&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;
For 8 more points a squad nets you one more Courage, &#039;&#039;&#039;Reliable&#039;&#039;&#039; (automatically get one free Surge Token at the start of each Activation Phase), and a Training slot over your basic Phase I Clone Troopers.&lt;br /&gt;
&lt;br /&gt;
They&#039;re essentially the same as the Phase I clones, but with slightly different weapon options and the free surge token. They also look cooler (Subjectively)! You also have the option of mucking around with Training upgrades, of course, which can be very nice. Basically it boils down to what heavy weapon you take with them. Z-6 lets you use them much the same as your Phase I&#039;s, while the mortar more or less forces you to use them for gunline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special Forces&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
====ARC Troopers====&lt;br /&gt;
(78 pts.) &amp;quot;One shot, One kill.&amp;quot; These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15x ARC trooper&#039;&#039; (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, and &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; (spend one aim token to give the attack &amp;quot;Pierce 1&amp;quot;). This is really good, and gives an ARC Trooper squad some really good firepower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fives&#039;&#039; (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the &#039;&#039;Clone Wars&#039;&#039; cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the &#039;&#039;&#039;Coordinate: Clone Trooper&#039;&#039;&#039; keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Generally, Fives is better used in a corps unit, for his bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Echo&#039;&#039; (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal 1&#039;&#039;&#039;, and &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Really good, as it&#039;s just a flat better DC-15x ARC Trooper.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you&#039;ll not want to receive more suppression than you can manage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo&#039;s Lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. If you plan to play more reactive, than this can be nice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Arc troopers can be great in melee, even against units with pierce, so this isn&#039;t that bad. There are more versatile options, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This stacks with their &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, for &#039;&#039;&#039;Tactical 2&#039;&#039;&#039;. You want this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make ARC Troopers even more durable, but other upgrades are probably better to take. They&#039;re already durable enough, as is. &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. This isn&#039;t necessary due to a certain training upgrade that exists. Tactical 2 is far better than the ability to &#039;&#039;spend an action&#039;&#039; to give &#039;&#039;another&#039;&#039; unit an aim token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This is generally nice, if terrain is a big problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don&#039;t want to dish out the points for the jump packs. Or both...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason &#039;&#039;Hunter&#039;&#039; is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jet Packs&#039;&#039; (10 pts) - As a card action, gain &#039;&#039;&#039;Jump 2&#039;&#039;&#039;.  Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain.  Plus they look awesome.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You&#039;re ARCs are throwing enough dice to mitigate it how useful these are at this range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. ARC Troopers are throwing 1 black and white die at this range, anyways, so these really aren&#039;t too useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Against vehicles, this can be extremely useful for your ARC Troopers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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.  Each smoke token grants +1 cover to any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it works both ways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols or DC-15x and maximize damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you&#039;re getting this close to the enemy, but that&#039;s generally not where ARC &#039;&#039;really&#039;&#039; want to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. ARC Troopers will want any orders you give them, so this is a hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive.&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;
Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers.  Captain Rex was one of the first ARC troopers, so they&#039;ve got a lot in common.&lt;br /&gt;
&lt;br /&gt;
They have &#039;&#039;&#039;Impervious&#039;&#039;&#039; (grants extra defense dice if they&#039;re hit by something with Pierce) and &#039;&#039;&#039;Scout 2&#039;&#039;&#039; (free movement-2 move after deploying). They also have &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; (reduce enemy cover by 1) and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier.&lt;br /&gt;
&lt;br /&gt;
These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. A full unit can cause havoc on any battlefield and be annoying to displace. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ARC Troopers Strike Team====&lt;br /&gt;
(27 pts.) &amp;quot;One shot, One kill.&amp;quot; These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were. This is the two man Strike Team variant, where the heavy weapons upgrade must be taken and becomes the unit leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DC-15x ARC trooper&#039;&#039; (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, and &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; (spend one aim token to give the attack &amp;quot;Pierce 1&amp;quot;). This is really good, and gives a Strike Team some really good firepower at range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fives&#039;&#039; (36 pts.) - Unique. Designated CT-5555, or &amp;quot;Fives&amp;quot; for short, from the &#039;&#039;Clone Wars&#039;&#039; cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the &#039;&#039;&#039;Coordinate: Clone Trooper&#039;&#039;&#039; keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Generally, Fives is better used in a corps unit, for his bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Echo&#039;&#039; (40 pts.) - another unique clone from the cartoons, designated CT-1409 or &amp;quot;Echo&amp;quot;. He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal 1&#039;&#039;&#039;, and &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039;. Echo also has Reliable 1, meaning the squads he&#039;s in gains one surge token at the stat of the activation phase. Really good, as he&#039;s just a flat better DC-15x ARC Trooper.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you&#039;ll not want to receive more suppression than you can manage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo&#039;s Lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. This isn&#039;t too useful on a Strike Team, who&#039;ll want to utilize their range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Strike Teams almost never want to be in melee. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This stacks with their &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, for &#039;&#039;&#039;Tactical 2&#039;&#039;&#039;. You want this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is largely wasted on a Strike Team. &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. Strike teams typically won&#039;t want to be token generators, given the firepower they&#039;ll, themselves, have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This is generally nice, if terrain is a big problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don&#039;t want to dish out the points for the jump packs. Or both...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason &#039;&#039;Hunter&#039;&#039; is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;JT-12 Jet Packs&#039;&#039; (10 pts) - As a card action, gain &#039;&#039;&#039;Jump 2&#039;&#039;&#039;.  Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain.  Plus they look awesome.&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; (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Your Strike Teams are entirely ranged based. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die with surge to critical. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 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.  Each smoke token grants +1 cover to any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it works both ways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If your close enough to use these, then you&#039;ve done something wrong. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you&#039;re getting this close to the enemy, but that&#039;s generally not where ARC &#039;&#039;really&#039;&#039; want to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. ARC Troopers will want any orders you give them, so this is a hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive.&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;
Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers.  Captain Rex was one of the first ARC troopers, so they&#039;ve got a lot in common.&lt;br /&gt;
&lt;br /&gt;
They have &#039;&#039;&#039;Impervious&#039;&#039;&#039; (grants extra defense dice if they&#039;re hit by something with Pierce) and &#039;&#039;&#039;Scout 2&#039;&#039;&#039; (free movement-2 move after deploying). They also have &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; (reduce enemy cover by 1) and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier.&lt;br /&gt;
&lt;br /&gt;
These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. Their primary use is to sit back and snipe high value targets or commander units. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Support&#039;&#039;&#039;===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====BARC Speeder====&lt;br /&gt;
(60 pts.) Before the deathtrap that is the 74-Z speeder bike, came this hefty piece of military hardware (In canon, Imperial scouts are said to prefer the BARC over the 74-Z. Wedge can also be quoted, in the Imperial Handbook, saying even he doesn&#039;t like driving one of those things). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#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 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; (5 pts.) - You always count as being within range of your commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC Ion Gunner&#039;&#039; (22 pts.) - Puts a clone with an Ion gun in the sidecar. Reduces your maximum speed by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC Twin Laser Gunner&#039;&#039; (15 pts.) - Puts a clone with a machine gun in the sidecar. Reduces your maximum speed by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BARC RPS-6 Gunner&#039;&#039; (21 pts.) - Puts a clone with a rocket launcher in the sidecar. Reduces your maximum speed by 1. This is the only one that doesn&#039;t have &#039;&#039;&#039;Fixed: Front, Rear&#039;&#039;&#039; restrictions.&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;
A fast and potentially heavy hitting repulsor vehicle, having the ability to take a side car with a flexible selection of gunners means you can customize this unit to fight various types of threats. Ironically, bringing a side car to slow it down can be seen as a bonus, allowing the vehicle&#039;s compulsory move to not send it screaming across the board. As of the November 2020 RRG, compulsory moves can be done at the start or end of an activation, allowing for more flexibility, in this regard, too.&lt;br /&gt;
&lt;br /&gt;
Sporting a Red Dice for defense allows the speeder to take more damage than its contemporaries. Having Cover 1 only adds icing onto this cake, too. 2/3 of the Side-Car options are locked firing arcs, with only the RPS-6 being exempt from this. While expensive when kitted out, upgrading it with an HQ uplink or Linked Targeting array can give you the most bang for your buck. Generally, its role on the battlefield will be determined by what the side-car has been upgraded to. The naked bike is a bit lack-luster, sporting a red, 2 black (arsenal 2 works with regular blaster), and white dice for offense. It does however sport surge to hit, which can make for some hilarious fire-support bombs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[All_Terrain_Soup|AT-RT]]====&lt;br /&gt;
(65 pts.) Pretty much the same as the Rebel one, but slightly better because it&#039;s manned by an elite ARF clone rather than a random rebel dude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Laser Cannon&#039;&#039; (10 pts.) - range 2-4 firing one red and two black with Fixed: Front and Impact 3. This is a pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought an AT-ST, this should do a decent job of plugging holes in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Rotary Blaster&#039;&#039; (20 pts.) - range 1-3 firing five black dice and with Fixed: Front.  Pretty solid, no frills anti-infantry weapon. With the built-in surge to hit of the AT-RT, it can be quite mean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Flame Thrower&#039;&#039; (20 pts.) - range 1 firing two black with Fixed: Front, Blast (ignore cover), and Spray (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. Could be useful to screw with Confederacy B1 droids daisy chaining orders, while you&#039;re roasting them with the flame thrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another 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 probably isn&#039;t super useful since, in all likelihood, you&#039;re actually going to want to make sure this unit gets that order.&lt;br /&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 solid choice to ensure it gets an order, even though the Command card you&#039;re using is troopers only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re doing a wonky scenario, like one that includes the Disarray deployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gives you a free Aim token when the unit is issued an order.  Aim tokens are always nice to have, especially with the gobs of black dice this guy can throw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Clone AT-RT is very similar to the Rebel version, but with some minor changes. It comes with the same 6 health, 4 resilience, and white defense die. However, instead of having surge to crit, the Republic At-RT has surge to hit and defend. This means it sacrifices some anti-cover and vehicle firepower for slightly better defense. It also still has speed-2 movement, but gains &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing it perform a speed-1 move after deploying. The &#039;&#039;&#039;Armor&#039;&#039;&#039;, &#039;&#039;&#039;Climbing Vehicle&#039;&#039;&#039;, and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039; keywords remain. The driver wields a rocket launcher, firing 1 black and 2 white dice with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, as well. The walker, itself, throws 3 red dice in melee with &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
AT-RTs can fit any combat role you need them to, with each of their hard points. The Flamer can deal with infantry units; The Laser Cannon will easily threaten any armor on the board; While the Rotary Cannon is a great middle ground, even though it does have lesser anti-tank potential.  &lt;br /&gt;
&lt;br /&gt;
The Clone variant costs more than it&#039;s Rebel cousin, but is still cheap enough to not really hinder list building. Taking one or two for specific purposes isn&#039;t a bad idea, if the BARC speeder isn&#039;t calling out to you. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy&#039;&#039;&#039;===&lt;br /&gt;
Up to 2 Selections.&lt;br /&gt;
&lt;br /&gt;
====TX-130 Saber-class Fighter Tank====&lt;br /&gt;
(170 pts.) Returning from Star Wars: Battlefront, we have the much beloved Saber tank. It may be expensive, but, oh boy, does it warrant the price. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;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;Aayla Secura&#039;&#039; (5 pts.) - Your tank gains &#039;&#039;&#039;Inspire 2&#039;&#039;&#039; and &#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;. This also means Aayla Secura can bypass the Commander requirement for list building, as of the November 2020 RRG. If done, Aayla becomes the commander for the list. She will also gain a courage value of 2, solely for the purpose of buffing the courage of those around her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plo Koon&#039;&#039; (9 pts.) - Exhaust as a free action to gain &#039;&#039;&#039;Agile 2&#039;&#039;&#039; for the rest of the activation; Agile 2 grants 2 Dodge tokens after making a standard move. Make a double move to gain a whopping four Dodge tokens! This greatly synergizes with the Saber tanks &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Veteran Clone Pilot&#039;&#039; (7 pts.) - Exhaust to allow your tank and a friendly Clone Trooper unit within range 1 to share Aim, Dodge, and Surge tokens; and then ready this card during the End Phase. This gives token sharing to the Saber tank (because it otherwise lacks the Clone Trooper keyword)! Keep in mind, though, that units with Exemplar do exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Hard Point Upgrades (x1 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TX-130 Beam Cannon Turret&#039;&#039; (30 pts.) - range 1-4 doing 2 red dice with &#039;&#039;&#039;Beam 2&#039;&#039;&#039;; After attacking, the tank may make two additional attacks using only this weapon. The new targets can&#039;t have already defended and must be within range 1 of the initial target. This is very good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TX-130 Twin Laser Turret&#039;&#039; (14 pts.) - range 1-3 doing 3 black with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;. A low cost alternative to the beam cannon, that loses some range and punch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ordnance Upgrades (x1 slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Piercing Shells&#039;&#039; (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;, &#039;&#039;&#039;Impact 3&#039;&#039;&#039;, and &#039;&#039;&#039;Cycle&#039;&#039;&#039; (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High Energy Shells&#039;&#039;  (8 pts.) - Exhaust to make an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and Fixed: Front. This is at range 2-4, throwing 1 white and 2 red dice. It&#039;s your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted &#039;&#039;now&#039;&#039;.  Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bunker Buster Shells&#039;&#039; (12 pts) - Exhaust to fire an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Blast&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;, and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your &#039;&#039;interesting&#039;&#039; option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output.&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; (5 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;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. Saber tanks won&#039;t exactly say no to aim tokens, and it&#039;ll probably be receiving orders decently enough. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 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;
For 10 more points than an AT-ST, you get a solid hover tank with the same gun (2 black, 2 red, 2 white with range 1-4, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;). The tank can be upgraded to have any number of weapons, and comes with &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039; so you can always fire two of them. Each one has it&#039;s own strengths and merits, so there&#039;s almost no reason not to take at least one more so that you can utilize the Arsenal keyword. &lt;br /&gt;
&lt;br /&gt;
The tank comes with the &#039;&#039;&#039;Armor&#039;&#039;&#039; rule to ignore all non-critical hits, 9 wounds and a 6 damage threshold, while throwing red dice without surge on defense. It&#039;s pretty tough, being one of two tanks in the game throwing red defensive dice (the other is the droids&#039; AAT). It also has the new &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039; rule, which allows it to use dodge tokens against critical hits. Although it&#039;s described as being &amp;quot;particularly nimble for an armored vehicle&amp;quot;, it moves at the same speed-2 that most other tanks move. It hovers though, so it does have a little advantage when it comes to clearing terrain, plus it can make a &amp;quot;strafe&amp;quot; move (which is a special move that lets it slide to the left or right at speed decreased by 1).&lt;br /&gt;
&lt;br /&gt;
It does have some downsides though.  It has &#039;&#039;&#039;Weak Point&#039;&#039;&#039; on its sides and rear, meaning if an enemy manages to shoot it in those arcs, they gain Impact +1. Also, like the Clones it&#039;s supporting, it can be pricey, especially if you go big on the bells and whistles.&lt;br /&gt;
&lt;br /&gt;
A single Saber tank can have a heavy impact on your opponents game plan, regardless of how you kit it out, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unit Upgrade Boxes&#039;&#039;&#039;===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots. Currently, only Phase I Trooper units have access to them. &lt;br /&gt;
&lt;br /&gt;
=====Phase I Clone Troopers Upgrades=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel Upgrades&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;Phase I Clone Captain&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Phase I Clone Specialist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;DP-23 Phase I Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;RPS-6 Phase I Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Released==&lt;br /&gt;
*Republic Specialists Personnel Expansion&lt;br /&gt;
&lt;br /&gt;
==Tactics &amp;amp; Building==&lt;br /&gt;
* Some cards have been changed via Errata, so here is a link to it: https://images-cdn.fantasyflightgames.com/filer_public/d6/15/d615052c-f568-4bdc-9cf7-316727c3e251/swl_rules_reference_20-compressed.pdf&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&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>2601:188:4101:3060:281D:CB0E:1E79:6E4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Rebels&amp;diff=452443</id>
		<title>Star Wars: Legion/Tactics/Rebels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Rebels&amp;diff=452443"/>
		<updated>2021-01-06T01:14:52Z</updated>

		<summary type="html">&lt;p&gt;2601:188:4101:3060:281D:CB0E:1E79:6E4: /* Luke Skywalker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Rebels==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The &#039;&#039;finesse&#039;&#039; faction&lt;br /&gt;
* Better infantry shooting.&lt;br /&gt;
* Cheaper units on average.&lt;br /&gt;
* Cassian Andor&lt;br /&gt;
* All your operatives fall between viable (Chewie) and murderously good (Luke: Jedi Knight), go nuts with herohammer&lt;br /&gt;
* You have Luke Skywalker, arguably one of the best all-around characters in the game&lt;br /&gt;
* Overall, one of the strongest and most competitive armies that make it to tournaments. &lt;br /&gt;
* Changes &amp;lt;s&amp;gt;will be coming soon&amp;lt;/s&amp;gt; are here, Rebels have received price cuts across the board, as of November, 2020.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Almost everything in your army, with the exception of a few units, has white defense dice. literally. everything. Yes even the Airspeeder...This means that your troops are among the weakest in the game. Droids at least have the bodies to compensate. A 5+ and 6+ save aren&#039;t that different (From a certain point of view, you have doubled the odds of success).&lt;br /&gt;
* You will often be relying on your commanders and keywords for dodge tokens, because using an action to dodge is questionable, at best, and a lot of units need them.&lt;br /&gt;
*You will almost always find yourself fielding either too much, or too little Anti-Tank in your lists, and find it equally punishing.&lt;br /&gt;
* As powerful as some of your lists are, you do not have the same variety of lists&lt;br /&gt;
*You&#039;re technically terrorists. Freedom fighters, too, granted, but the point stands.  From a certain point of view.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Commanders&#039;&#039;&#039;===&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.&lt;br /&gt;
&lt;br /&gt;
====Luke Skywalker====&lt;br /&gt;
(160 pts.)&lt;br /&gt;
The Rebel Alliance&#039;s only Jedi, he represents Luke as he was around the time of &#039;&#039;The Empire Strikes Back&#039;&#039;. So he&#039;s a pretty heavy hitter but he is not at the level of the actual Jedi or Sith that the other factions can field. If you need to explain who he is, why are you even playing this game?&lt;br /&gt;
&lt;br /&gt;
Note: Commander and Operative Luke share command cards. You can take all 6, if you really want to!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, even if it&#039;s not normally allowed by the Command Card.  Can be pretty situational, but if you have a unit or two that you desperately want to give orders to, this is how. Generally though, giving those units HQ Uplinks or Long-Range Comlink is probably better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - As a free action, exhaust this to give one Surge Token to up to two units within range 1-2.  If you really want surge tokens, here you go.  Rebels have a lot of built-in surges already, so this upgrade&#039;s not quite as useful as it is in the Clone Wars-era armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - As a free action, exhaust this to choose an enemy unit at range 1 and make it do a speed 1 move.  A solid choice to help Luke get into melee, or push an enemy squad into an FD or Fleet Trooper standby range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - As a free action, exhaust this to gain one Dodge token.  You want this, since you need Dodge tokens to trigger Deflect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - allows you to make a ranged attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  For Luke, it&#039;ll be doing 3 black with Pierce 2 and Impact 2. Just use the pistol. It&#039;s red dice, with pierce 2 and surge to crit. The impact doesn&#039;t matter at that point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Barrier&#039;&#039; (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also make Mandalorians somehow even &#039;&#039;more&#039;&#039; difficult to eliminate. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn.  Not terrible, and if you have a spare 3 points and a slot available, there are worse things do to with them.  But there are other powers that are probably more useful if you can afford them. If you&#039;re taking a suppression heavy list, like one with Pathfinders, this may be more useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - As a free action, exhaust this to place 2 suppression tokens on one enemy unit within range 1-2. This is kind of situational, but also generally good. A free action that will usually give enough suppression to suppress most units, outside of characters, is nice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  You don&#039;t really want Luke standing around trying to do a General Veers impression. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Hopefully this lets a unit survive to shoot one more time. It isn&#039;t necessary, but nice to have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Jump 1 exists, so nah. Don&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  Again, Jump should help here and this is largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Not a bad choice- it&#039;s super cheap and gets Luke slightly closer to the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. You won&#039;t be getting many aim tokens, so don&#039;t bother with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. You can&#039;t really go wrong with this one, but Luke does already have Jump.&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;
    1 Pip: Son of Skywalker - [Luke Skywalker] After Luke Skywalker performs his first attack, he may perform a free attack action, even if he has already performed an attack action during his activation. &lt;br /&gt;
&lt;br /&gt;
A-freaking-mazing. There is no other character, save for Darth Vader, who can put out this much attack potential in one turn. Since this is free action right after he attacks, it is even considered superior to Darth&#039;s 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations. This will delete most units in the game, if not cripple them beyond repair. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: My ally is the Force - [2 Trooper units] whenever a friendly trooper is issued an order, it gains 1 dodge token.&lt;br /&gt;
&lt;br /&gt;
This card blends nicely with a few units. Rebel troopers need a dodge token to utilize their nimble keyword, and key units may also need the token to survive another round. This also works with Han and Chewie&#039;s teamwork keyword, because giving the dodge token to one will give one to the other, as well. Note that this isn&#039;t limited to the orders given from the card, though. HQ uplinks and coordinate effects also benefit from this bonus (Veterans, for example). &lt;br /&gt;
&lt;br /&gt;
    3 Pip: Return of the Jedi - [Luke Skywalker and 2 other units] when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token. &lt;br /&gt;
&lt;br /&gt;
Luke loves dodge tokens because of the deflect ability. The suppression removal is also amazing for your troops, and can help better manage suppression on units that rely on it (Pathfinders). Overall a great command card. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luke can take two Force upgrades- Reflexes, Push, and Jedi Mind Trick are fantastic choices, but what you take will probably depend on your style of play. Unlike other Jedi and Sith, however, he notably lacks the &amp;quot;Master of the Force&amp;quot; rule, which allows free recovery of exhausted Force powers, meaning you have to carefully plan how and when you use the Force powers that are exhaustible. &lt;br /&gt;
&lt;br /&gt;
He is equipped with his father&#039;s lightsaber, an elegant weapon for a more civilized age. 6 black dice and surge to crit is deadly, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; make it even more so, but can be best combined with his &amp;quot;Son of Skywalker&amp;quot; command card to effectively delete any non-heavy unit in the game. He also carries a DL-44 Blaster Pistol, with range 2, 2 red dice, and &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;. A solid option if you don&#039;t think you can get into melee, but, honestly, you shouldn&#039;t be using this weapon all too often. &#039;&#039;&#039;Jump 1&#039;&#039;&#039; and &#039;&#039;&#039;Charge&#039;&#039;&#039; make the OG aggressive saber user.&lt;br /&gt;
&lt;br /&gt;
A key to fielding Luke is correctly using his Commands. The two and three pip cards give him dodge tokens and help your otherwise fragile mooks out. The third gives him one round of brutal enemy slaughtering power. Having Leia or an Officer chaperone Luke and drop Dodge tokens on him may help as well. His immunity to pierce and the deflect rule make him the most resilient unit that Rebels have access to, outside of Sabine and Mandos. This further gives value to the two and three pip cards. &lt;br /&gt;
&lt;br /&gt;
In summary, Luke is an impressive melee-oriented warrior in an army that is relatively fragile and not spectacular at melee.  He can go toe-to-toe with just about any enemy in melee and still have a decent chance of surviving- even against Sith powerhouses like Darth Vader or Count Dooku. His mobility and sheer damage also makes him your best defense against enemy armor as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Officer====&lt;br /&gt;
(45 pts.)&lt;br /&gt;
Essentially a much cheaper, half-strength Leia Organa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Very 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. Not at all worth it, like most other commanders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Generally a good option if none of the others speak to you and you can spare the points. 10 is a lot, though, so this will be rare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Really good with the Officer&#039;s Inspire keyword. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. This is a support based commander, so not a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it on such a low cost, expendable, commander. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You&#039;re support based, so don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Yet another upgrade for aggressive commanders. This, you are not. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Not bad, for two points. Situationally good for the Officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not at all worth it on your Officer, because he won&#039;t be shooting a ton, least of all aiming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This really isn&#039;t worth it on such a support based Commander unit. &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;
    1 Pip: &amp;quot;Sabotaged Communications&amp;quot; - [1 Spec Ops or Operative] - While an opponent is issuing orders using a command card, they can issue only 1 order with that card. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
Extremely useful, especially against lists like Iden 3x3x3. Commander cards may often be preferred over this one, but it&#039;s a great back-up.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Turning the Tide&amp;quot; - [2 Support or Heavy] - each support or heavy unit gains Inspire 2. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
If you loaded up on gun turrets and speeders, suddenly your suppression tokens start vanishing.  Note that it doesn&#039;t specify only the Supports/Heavies that were issued the orders, it&#039;s all of them. It&#039;s a shame our heavy options suck, currently. So this card is deceptively bad.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Covering Fire&amp;quot; - [3 Corps] - when a friendly Corps unit makes a ranged attack, another friendly unit at range 1-2 may gain a Dodge token. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
A nice way of getting extra Dodge tokens onto your Nimble units, especially if you left Leia and the Rebel Officer at home. Overall a good card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As stated before, he&#039;s essentially the same as Leia but weaker and much cheaper. Best used in much the same role you&#039;d use Leia, which is dishing out the Inspiration and Dodge tokens, and letting your more expensive characters like Sabine, Chewbacca, Jyn, and Luke whack things. Great for 45 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leia Organa==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
The badass princess herself. She excels at &amp;quot;short-ranged sniper attacks,&amp;quot; otherwise known as utilizing a pistol, while also greatly supporting other rebel units. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There&#039;s also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Generally not the best option, either. Might be useful if you&#039;re using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range.&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. This used to be a common sight with Leia and can still be used to some good effect. Mildly recommended, but not absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Leia already has &#039;&#039;Inspire 2&#039;&#039; built in, but if you&#039;re facing a suppression-heavy army (like Empire with Palpatine and lots of mortars), this can be useful. Also helpful if you&#039;re using Jyn Erso and/or Pathfinders and want to keep their suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. A pretty good choice since you&#039;ll probably want her gifting Dodge tokens as well. Leia is both shooty and support based, so this depends on what your balance between the two is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. It&#039;s not a bad upgrade. There might just be better options, and it is expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Only useful if you&#039;re playing on a table with lots of difficult terrain and desperately need Leia to be able to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it&#039;s only useful if you need to desperately move Leia. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Leia isn&#039;t really a front-line character like Luke or Sabine Wren. Unless you&#039;re going for a theme, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Leia is probably the least selfish commander in the Rebel faction. Don&#039;t waste an action on aiming, let alone 6 points on this card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Leia won&#039;t get much use out of this.&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;
    1 Pip: &amp;quot;Coordinated Bombardment&amp;quot; - [Leia Organa] - At the end of Leia&#039;s activation, she calls in up to three long range bombardment strikes at two red dice each and with immunity to deflect.&lt;br /&gt;
&lt;br /&gt;
It&#039;s got a very long minimum range of 4, so this is one you&#039;ll want to use early in the game or to pick off annoying snipers. Get rid of Limited Visibility, if you can, because it pretty much makes this card useless. Also note that since Leia is technically making the attack, her &#039;&#039;Sharpshooter 2&#039;&#039; and innate critical surge also apply to the attack.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;No Time for Sorrows&amp;quot; - [2 Troopers] - When friendly units are issued orders, they can make a Speed-1 move.&lt;br /&gt;
&lt;br /&gt;
This gives a little boost in movement for units which desperately need it. Fleets have trouble getting into range. Wookie need the extra boost. Mandos could benefit from this greatly, if they have the Duelist. It doesn&#039;t specify orders given from the card, either, so HQ uplinks and coordinate effects can also trigger this affect. It&#039;s a move (not a &amp;quot;move action&amp;quot;), so keywords like &#039;&#039;Relentless&#039;&#039; and &#039;&#039;Charge&#039;&#039; won&#039;t come into play but keywords like &#039;&#039;Agile&#039;&#039; and &#039;&#039;Tactical&#039;&#039; will. A deceptively useful ability. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Somebody Has to Save Our Skins&amp;quot; - [Leia and 2 units] - After Leia activates, you may activate a friendly unit with a face-up Order Token within range 1-2 of her.&lt;br /&gt;
&lt;br /&gt;
Lets you skip your enemy&#039;s activation once per battle. Can be useful in both delaying an inevitable nasty attack and in helping ensure you do damage where you really want to do it. Pathfinders in range and in trouble? Well, they can&#039;t be if the unit troubling them is dead. &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;
Leia is a rallying symbol for your army, literally inspiring her troops. Her &#039;&#039;&#039;Take Cover&#039;&#039;&#039; ability allows her to dish out Dodge tokens where needed, so Luke and Units with Nimble don&#039;t have to use an action to get one on their own. She&#039;s got a tasty little pistol that throws 3 black dice with Pierce 1 and surge to critical at range 1-2. Her &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; ability allows her to totally ignore any cover the enemy may be using. Her melee is the same as her shooting, but without the pierce, so maybe avoid it, yeah? She&#039;s a princess general that wants to be behind your lines, unlike Han or Luke. She&#039;s no slouch when dishing out ranged damage, of course, but that&#039;s not really why you want her in your army. Again, she wants to be behind your lines dishing out tokens and removing suppression. She&#039;s fragile, like most other Rebel commanders (6 wounds with white defense and defensive surge), so she&#039;ll crumple faster than Sheev&#039;s complexation, otherwise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Han Solo==== &lt;br /&gt;
(100 pts.)&lt;br /&gt;
An unconventional commander who excels at thinning out enemy infantry squads while playing havoc with his Command Cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  It&#039;s an ok upgrade, but not recommended. More often than not, you won&#039;t get the full value of this upgrade, and the surge tokens won&#039;t make too big of a difference. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Generally the table sizes are small and this isn&#039;t necessary, but you may find some situational use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1. This isn&#039;t necessarily bad, but also isn&#039;t necessarily good. Your troop choices are already fragile, and Han, while not the most durable, can definitely take a hit better than Jimmy from Dantooine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039;* (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Not a bad choice considering Han&#039;s ability to screw with Commands. Han&#039;s also on the card! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Any unit with a face up order token can choose to remove a suppression token rather than rolling during its Rally step.  Can help keep the suppression under control.&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;* (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Now you have heavy cover on demand, on top of being able to reroll 3 defense dice per attack pool. Not a bad choice, but Han is also only courage 2, so be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Again, he&#039;s only got Courage 2, so this can be helpful if your opponent has a lot of suppressive weapons (Shore mortars).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Han&#039;s throwing red dice with surge, so he&#039;s already hitting 88% of the time with his pistol, he generally doesn&#039;t need this.&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.  Generally not that useful to Han since his pistol range is 1-2, and he&#039;s probably better off doing other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Han&#039;s not that great in melee. 3 white with one red isn&#039;t that good, even with surge to crit. Just don&#039;t bother with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Han doesn&#039;t really need aims, because he&#039;s throwing 2 red dice with surge to hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Han might not get &#039;&#039;too&#039;&#039; many dodge tokens, so this won&#039;t be as consistent as other upgrades. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Han needs one. Recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  A nice way of giving Han something to do while he&#039;s out of his pistol&#039;s range. Plus, Chewy has teamwork with him, so this is a nice way to give both units an aim token, if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not that great on Han, but can be useful in niche situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Take this if you play on tables that are heavy with difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  Take this if you play on tables that are loaded with climbable terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Gives Han a little push forward at the start of the game, cheaply, so he can get into range 2 gunslinger range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Han only shoots two dice, so this is totally unnecessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. You can&#039;t really go wrong with this one.&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;
    0 Pip: &amp;quot;Sorry About the Mess&amp;quot; - [Han Solo] - Counts as having 1 pip for deck-building.  When Han is given his order, he also gains one Aim and one Dodge token.&lt;br /&gt;
&lt;br /&gt;
Han shot first, Disney! It&#039;s the only zero pip Command Card in the game, meaning you will definitely get first activation. Teamwork with Chewbacca means great value out of this card, as well.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Reckless Diversion&amp;quot; - [Han Solo and 1 Trooper unit] - When an enemy unit makes an attack, it must attack one of your units with a face-up order token, if able.  &lt;br /&gt;
&lt;br /&gt;
Essentially turns Han and one unit into sacrificial lambs. Given that most Rebel units aren&#039;t very tough, this can be tricky. Be sure to take advantage of cover and Nimble to ensure your guys stay alive while the rest of your army does the killing. Mandalorians are great candidates for this card, however, due to them being one of the hardest units in the game to kill. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Change of Plans&amp;quot; - [Han Solo and 2 units] - When Command Cards are revealed, you may discard this card to force your opponent to return their Command back to their hand; you both redo the Command Phase, and your opponent can&#039;t choose the card you just forced them to return.&lt;br /&gt;
&lt;br /&gt;
So Vader is about to Implacable his way into the beating heart of your army and slice it up real good? No, no he&#039;s not. Essentially spares you one turn of whatever nastiness your opponent is trying to unleash upon you. Make the best of it. Use this one carefully. Chewbacca can help get more value out of this card, though.&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;
Han has some decent ability at thinning enemy infantry, thanks to &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, innate surge to critical, and &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire at two different targets during a turn. He won&#039;t wipe out whole squads like, say, anyone carrying a lightsaber, so don&#039;t expect him to do that. He&#039;s fairly frail, throwing only white dice on defense, although he does have defensive surge and his Uncanny Luck gives him up to 3 rerolls every time he rolls defense. Where he excels is in screwing with the Commands.  He gets some synergy when fielded alongside his friendly walking carpet Chewbacca.&lt;br /&gt;
&lt;br /&gt;
The general idea is to just be as screwy with your opponent as possible, and utilize his pierce 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jyn Erso==== &lt;br /&gt;
(100 pts.)&lt;br /&gt;
Stardust. She&#039;s an all-rounder who is decent at both shooting and melee, and has some abilities that coincide with Rebel Pathfinders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not that useful. There&#039;s better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Might be useful if you intend to rely on her as a commander and you use her infiltration to place her far from your front line. Pathfinders also infiltrate, so, if they&#039;re that far away, this can be useful. &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. Not recommended. You&#039;re units, outside of Mandos, are durable enough to warrant this, as Jyn can probably take the hit better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with face up order token can remove a suppression when they activate, rather than leaving it to chance. This can be nice, for suppression management. Danger Sense needs suppression, but too much can be a problem. &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; (4 pts.) - You can intentionally gain 1 extra Suppression after being shot at. This is a really good choice, because Jyn &#039;&#039;wants&#039;&#039; suppression tokens to boost her defensive capabilities, and it doesn&#039;t require you to not have any already, so you can keep popping it each time she gets shot and max out her Danger Sense quickly. A really good upgrade for her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Jyn wants suppression tokens because they boost her defense, so this may not be optimal. If you&#039;re worried you need more control over your suppression, though, this may be the case. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Not a terrible choice if you find a way to have her pick on something that&#039;s already hurt. Mildly recommended.&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. Not worth it, because you&#039;ll rarely, if ever, take a standby action. It&#039;s just not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  This is a pretty good choice as Jyn&#039;s pretty strong in melee anyway and this just makes her better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be really nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. While useful, Jyn won&#039;t find as much use out of this upgrade as other units.&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Jyn needs a one. Recommended, especially so you can better utilize her 3 pip command card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Because of how she functions, she&#039;s probably not going to have a lot of opportunity to use these. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. An upgrade to take if you have the points, but otherwise very mediocre. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. This can help her get into melee faster, so not a bad choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. This helps her get into melee more reliably, but not as recommended as Environmental Gear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  She already has Infiltrate, so she doesn&#039;t really need it all that much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This is generally not that useful for Jyn, outside of quick thinking into melee. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. Although, Infiltrate does hurt its usefulness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-180 Blaster&#039;&#039; (0 pts.) - A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black dice and a white die shooting out to range 3. In pistol mode it swaps the black dice for reds out to range 2. It&#039;s free. You literally have no reason not to take this, considering Jyn doesn&#039;t actually have a gun at all, unless you do. &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;
    1 Pip: &amp;quot;Rebellious&amp;quot; - [Jyn Erso] - Jyn gains Charge.  Once during that same game turn, when an enemy within 2 or less and line of sight of her activates, before it rallies she can gain a suppression token to make a free attack against that unit or make a free move.&lt;br /&gt;
&lt;br /&gt;
The Command makes her into a combat monster for one turn.  She can run up and charge something, whack it with her baton, and then when it activates, whack it again. You can also send her into a group of enemies and progressively whack each unit as they activate. Panicking? Nah. Panic doesn&#039;t matter because these actions don&#039;t take place during her activation. About to run off the board? nah, Dooku just looked at you funny. Time to ruin his day, if he&#039;s in melee range, because Danger Sense makes you surprisingly durable. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Trust Goes Both Ways&amp;quot; - [Jyn Erso and 1 Trooper] - Jyn gains Inspire and the unit she issues an order to gains Teamwork with her.&lt;br /&gt;
&lt;br /&gt;
A quick way to remove some suppression and potentially dish out some extra tokens, especially since Jyn&#039;s got &amp;quot;Quick Thinking&amp;quot;. A decent card. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Complete the Mission&amp;quot; - [3 Troopers] - Jyn gains Low Profile.  When any trooper is given an order, it may gain 1 Suppression token. Additionally, any Trooper with a faceup order token can&#039;t become Suppressed or Panicked for that turn, and may remove one Suppression token at the end of its activation.&lt;br /&gt;
&lt;br /&gt;
Gives at least three units extra cover while rendering them immune to Panic and Suppressed, and ensuring you&#039;ll lose some Suppression tokens. All good things. Generally good when combined with Pathfinders, because they&#039;ll likely be having suppression troubles by this point. &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;
Jyn Erso is like a hero version of the Rebel Pathfinders. She has &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;, better getting into threat range, so long as it&#039;s three away from any enemy units. If you&#039;re the blue player, therefore setting up first, literally the entire map is your deployment zone for her. She has &#039;&#039;&#039;Danger Sense 4&#039;&#039;&#039;, the highest level of it in the game, which gives her extra defense dice when she&#039;s got suppression tokens.&#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; lets her gain a Dodge and an Aim token as an action, which goes well with &#039;&#039;&#039;Nimble&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
She really shines in melee with her collapsible tonfa. Her four black dice in melee are nothing to sneeze at, and if she&#039;s got an extra red from Tenacity, all the better. She literally beats suppression into her enemies due to &#039;&#039;&#039;Suppressive&#039;&#039;&#039; on it, allowing her to rob low courage enemies of their action. She has a decent gun, though it does not have the raw power of her death stick, but it does have &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and it is free. The Rifle configuration gives her a range 3 attack, one of the only rebel commanders who can hit at that distance, while the Pistol configuration hits slightly harder but at range 2. However, like most Rebels, she&#039;s somewhat frail, with only 6 wounds and white dice (with surge) on defense, although her Danger Sense can potentially help a little. It&#039;s also entirely possible she takes a good few wounds before you get full value out of it. Ideally, use her and Pathfinders to harass enemy flanks while avoiding specialist units that will tear them apart. She can use her Danger Sense and &amp;quot;Complete the Mission&amp;quot; to stay on the objective, playing it on turn 6 can ensure a game winning victory point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cassian Andor ==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
Sneaky Spy with droid Buddy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Works well with his Danger Sense ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. He&#039;s only got Courage 2, so you need to keep suppression under control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful when sniping enemy characters or multi-wound troopers, like Royal Guards or Wookies. &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. Synergizes especially well with his Crack Shot command card. Not entirely recommended, though, because he only has range two unless you spend an aim token, which may find better use with his Marksmen ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Cassian&#039;s not bad in melee and has a mostly short-ranged focus anyway so this is a decent choice. If you&#039;re going for a sniper focus, you may want to skip this though. Very meh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. He already has Tactical 1 built-in, and they do stack. He does have some abilities that need Aim tokens, like &#039;&#039;Marksman&#039;&#039; or his A280 pistol configuration. Very much worth taking for that reason. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make Cassian even more annoying to displace. Not too bad to grab.&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This isn&#039;t too useful on Cassian, but could still be helpful in very niche situations. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. He&#039;s got enough on his plate as it is, do you really want him standing around using one of his precious actions giving someone else an Aim? Hard pass. Too aggressive of a commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it for Cassian. If you want to take it, you can, but there are better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Very nice to get into position for good shooting actions, or command cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Nice if you intend to climb a lot of terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. It&#039;s super cheap and helps get him where you want him. Rarely a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. He generally doesn&#039;t need this because Marksman allows you to simply upgrade a die, or he&#039;s not usually throwing enough dice to warrant it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A280-CFE Sniper Config&#039;&#039; (10 pts.) - Range 1 to infinity doing one red and one black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;High Velocity&#039;&#039;&#039; (if the attack pool only has weapons with this rule, the target can&#039;t spend Dodge tokens). Also has &#039;&#039;&#039;Cumbersome&#039;&#039;&#039; (can&#039;t move and fire) and &#039;&#039;&#039;Configuration&#039;&#039;&#039;, allowing you to flip the card to the other configuration when doing a Recover action. Not bad for sniping, but this may not be recommended for more than one turn, if you&#039;re going to be more aggressive. Cassian wants to be aggressive, too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A280-CFE Pistol Config&#039;&#039; (10 pts.) - Range 1-2 throwing two red and one black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;Long Shot 1&#039;&#039;&#039;, which is, while attacking, you can spend an Aim token to increase the maximum range of the weapon by 1. Not bad. Cassian wants aim tokens anyways, and, if your confident in his shooting, this can be great.&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;
    1 Pip: &amp;quot;Crack Shot&amp;quot; - [Cassian Andor] - Cassian gains an Aim token and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;. At the end of his activation, he gains a Suppression token and a Standby token. &lt;br /&gt;
&lt;br /&gt;
Basically, you drop this and he can essentially fire four times, plus gain an Aim that he can use to reroll dice or use his Marksman ability and a suppression to help with his Danger Sense. Really good.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Last Stand&amp;quot; - [Cassian Andor &amp;amp; 1 Trooper] - when Cassian issues an order to a commander or operative, the unit gains Indomitable, allowing it to roll red dice for rallying rather than white, and gains 1 aim, dodge or suppression for each wound token that unit has (max of 3).  &lt;br /&gt;
&lt;br /&gt;
Seems like a decent late game drop when everyone&#039;s gotten a little beat up and you want to get one last good round of killing out of your characters. However, if you use &#039;&#039;Covert Ops&#039;&#039; to make Cassian an operative, but you don&#039;t have another commander, the Covert Ops rule states that you must promote a Spec Ops or Corps to be your acting Commander. This means they can benefit from this. Tricky, though, so I wouldn&#039;t recommend going for this. Jyn, who is a commander, will greatly benefit from this card, though, so there&#039;s a good combo for you. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Volunteer Mission&amp;quot; - [Cassian Andor &amp;amp; 2 Troopers] - when Cassian issues an order to a commander, operative, or spec ops unit, that unit recovers, gains Danger Sense 1, and may gain one suppression token. &lt;br /&gt;
&lt;br /&gt;
Not bad. This can be useful for Pathfinders and Jyn Erso, because that Danger Sense will stack with what they already have, plus everyone gets to recover and switch their configs for free. Be careful, though, because too much suppression &#039;&#039;will&#039;&#039; be an issue. This care especially works for Mandalorians or other durable units, that you need to stand their ground. Mandos, especially become annoying with this card.&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;
For 90 points you get a premium spec ops agent for the Rebel cause. He comes with 6 wounds but only 2 courage, throwing white dice with surge on defense, but his &#039;&#039;&#039;Danger Sense 3&#039;&#039;&#039; allows you to add defense dice equal to the number of suppression tokens he has, up to a maximum of 3, every time he defends. He also has offensive surge, punching for 2 red dice and his &amp;quot;Covert Blaster&amp;quot; is a pistol firing a red and two white dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-2, without his configuration upgrade. &lt;br /&gt;
&lt;br /&gt;
Since, as stated, he&#039;s a spec ops agent, he comes with a slew of special rules. For starters, he has the &#039;&#039;&#039;Covert Ops&#039;&#039;&#039; rule that allows you to change him to an Operative during deployment; if you do, he also can &#039;&#039;Infiltrate&#039;&#039;, allowing you to deploy him anywhere on the table as long as he&#039;s not within range 3 of any enemy unit at the time he deploys. This means that, if nobody&#039;s on the board yet when he deploys, he can deploy literally anywhere.  This also means that if you don&#039;t field another Commander, you are required to promote one of your Corps or Spec Ops units to be the army&#039;s commander; Similar to when all of your commanders are killed, except in this case, it &#039;&#039;must&#039;&#039; be a Corps or Spec Ops.  &#039;&#039;&#039;Marksman&#039;&#039;&#039; allows him to spend an Aim token to change a single attack die from blank to hit or from hit to crit, and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; will ensure that if he moves, he gains that Aim token to do so. Lastly, &#039;&#039;&#039;Loadout&#039;&#039;&#039; allows you to set aside upgrades of same slot and equal or less points cost, and swap them out before the game starts- did you take Hunter but now feel like Endurance will serve you better?  Swap them out!&lt;br /&gt;
&lt;br /&gt;
He basically can be used one of two ways. You can use him as a sniper, which he&#039;s pretty good at,  or have him act as a mobile, short-ranged infantry mauler similar to Han Solo. With the latter, however, the trick is that his courage is only 2, so he&#039;ll quickly find himself losing an action if you&#039;re not careful. Suppression management will be very useful. He synergizes really well with Jyn Erso unsurprisingly, and her &amp;quot;Complete the Mission&amp;quot; command can be especially useful in the late game to ensure that he... well... completes the mission. She also helps control his suppression, so this incentivizes his short range playstyle. He&#039;ll need support, no matter what. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Operatives&#039;&#039;&#039;===&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;
&lt;br /&gt;
====Chewbacca==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
Wookiee first mate. The walking carpet, himself! No, like, really. It&#039;s his tag line under his name, on the card.&lt;br /&gt;
&lt;br /&gt;
[[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Militarum_Auxilla|Nork Deddog]] but smarter, [[Victrix_Guard|Vitrix]] Guard but [[dakka|shootier]], [[Warhammer_40,000/Tactics/Tyranids(8E)#Elites|Tyrant Guard]] but with eyes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Chewbacca only has courage 2, so suppression can be an issue. He&#039;s also one of the most durable commander or operative units Rebels have, out of sheer wounds alone. The cover from this would be nice, but isn&#039;t at all necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Chewy is courage 2, so this isn&#039;t a bad one to take. Especially with his melee capabilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. When working with Han, this means that Han would also get an aim token through the Teamwork keyword. It&#039;s worth considering if you want Han to get more aims, but not at all necessary. &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. Not that useful for Chewy, as you&#039;ll rarely want to be on standby duty with him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. This one&#039;s really nice for Chewbacca, due to his high wound count and 4 red, surge to crit, melee. His melee is already really good, though, so, if you want to take other upgrades, you definitely can. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Considering he has Teamwork with Han, this can be really nice to have. Especially because the aim token is effectively free. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Chewy is pretty easy to blast, so every little bit can help!&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Chewy needs one. Mildly recommended, but other upgrades are better on Chewbacca. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Give Han an aim token, to give yourself one? Useful, but not necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Chewy is a melee monster. If he&#039;s taking enough damage and you&#039;re worried about him dieing before he finishes off that last Stormtrooper squad, go for it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Chewy already has Scale. Pointless. Why is this even an option?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Chewy already has Scale, as well. Pointless. &#039;&#039;Why is this even an option?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Chewbacca wants to get into melee, so this isn&#039;t that bad. It&#039;s generally good to take, if you have the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This is nice on Chewy, with his 2 red and 2 white dice, but not needed. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Chewy has Scale, already, though, so this is just useless. &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;
    1 Pip: &amp;quot;Common Cause&amp;quot; - [Chewbacca and Luke Skywalker] - After either Luke or Chewbacca activates, the other may activate if they still have a face up Order token.&lt;br /&gt;
&lt;br /&gt;
Lets Chewbacca and Luke go roughshod on whatever fools are near them. Oh, what&#039;s that? You activated Chewy before Luke, or vice-versa? Guess you get to use him again!&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Brains and Brawn&amp;quot; - [Chewbacca and Leia Organa] - When Leia makes a ranged attack, if Chewbacca is not engaged in melee, has line of sight to her target, and is within range 1-3 of her target, he can add one of his ranged weapons to the attack pool.&lt;br /&gt;
&lt;br /&gt;
A superior version of the Fire Support rule. Chewbacca doesn&#039;t lose his activation when he does this special attack, nor does he have to have a face up order token. It gives Leia&#039;s attack a significant boost. In addition to the dice, it gives his Impact 1 and Pierce 1 keywords.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Notorious Scoundrels&amp;quot; - [Chewbacca and Han Solo] - You can take one of Han&#039;s Command Cards out of the discard pile and return it to your hand. &lt;br /&gt;
&lt;br /&gt;
Remember when you discarded Change of Plans to avoid Vader&#039;s Implacable? Well you can get it back. Or get back Sorry for the Mess and let Han shoot first again. Now you can make a Han list even more screwy for your opponent to deal with!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Chewbacca is essentially the OG glass cannon. He only have a 6+ save, but with 9 wounds, and even more if given dodges and heavy cover. When he&#039;s hit in the open, though, you&#039;ll feel it. Tenacity is often used and highly recommended because of this fragility. He has &#039;&#039;&#039;Enrage 4&#039;&#039;&#039;, which makes his courage - and gives him Charge, make it so you want him taking some wounds, so don&#039;t feel too bad about any damage he takes right away. This, with &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; on Overpower, means he&#039;ll be dealing about as much damage, if not more, than some saber users! &#039;&#039;&#039;Guardian 3&#039;&#039;&#039; allows him to tank wounds for other units or characters, making so you&#039;ll probably be taking those wounds, whether your opponent wants you to or not. He also has &#039;&#039;&#039;Teamwork: Han&#039;&#039;&#039; so he gets tokens when Han does, and vice-versa; perfect for giving him tokens to fuel Lethal with. Really nice for any list with these two!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Luke Skywalker==== &lt;br /&gt;
(195 pts.)&lt;br /&gt;
Not to be confused with the Commander of the same name; note that operative Luke can use commander Luke&#039;s Command Cards, and vice versa.&lt;br /&gt;
&lt;br /&gt;
He represents Luke as he was seen in &#039;&#039;Return of the Jedi&#039;&#039;, complete with the spiffy black costume.&lt;br /&gt;
&lt;br /&gt;
Note: Commander and Operative Luke share command cards. You can take all 6, if you really want to!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (5 pts.) - When Luke issues orders, you can give one of those orders to any friendly unit anywhere on the battlefield instead of what the command card dictates.  Very situational, especially considering 4 of Luke&#039;s 6 personal command cards only target himself (meaning you&#039;d be passing his own order- which you&#039;ll probably want him to have). But if you took something like a T-47 speeder and you &#039;&#039;really&#039;&#039; want to make sure it always gets an order every turn, this is the easiest way to do so. Very mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - Exhaust this to give a surge token to up to 2 friendly units at range 1-2, as a free action. Not terrible but surge tokens aren&#039;t as useful for Rebels as they are for Clones, Separatists, or even Empire, since most Rebel units have built-in offensive and/or defensive surges. Plus Luke only has &#039;&#039;Master of the Force 1&#039;&#039;, meaning you might only get one use out of this depending on what other Force powers you take. Not recommended&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and use a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged. Can occasionally be useful for helping get Luke into melee, where he&#039;s at his best, for your other units to cut down with volleys of blaster fire. Not a bad choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action.  Pretty much a &amp;quot;must have&amp;quot; unless you plan to lean heavily on his command cards (some of which give him free Dodge tokens), the generic commander, and/or Princess Leia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 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. Gives him a pretty potent ranged attack (4 black with critical surge, Impact 2 and Pierce 2). It&#039;ll still cost him an action to use since he doesn&#039;t have &#039;&#039;Relentless&#039;&#039; like his dad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Barrier&#039;&#039; (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also make Mandalorians somehow even &#039;&#039;more&#039;&#039; difficult to eliminate. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from another friendly trooper unit at range 1-2, after your rally step every turn.  Super cheap, and not bad, especially if you didn&#039;t take Leia (or you did but you just want some extra suppression control).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not bad, especially if you intend to make use of Luke&#039;s &amp;quot;You Serve Your Master Well&amp;quot; command.  But, again, bear in mind that you may get limited use of it if you take other exhaustible Force upgrades, like Reflexes or Guidance, since Luke only has &#039;&#039;Master of the Force 1&#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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but Luke&#039;s got good defensive abilities and there may be more attractive options. Generally not recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Luke has Courage 4, so suppression&#039;s usually not much of a problem for him. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Good choice if you intend to go character hunting with Luke.&lt;br /&gt;
&lt;br /&gt;
Offensive Push (4 pts.) - Exhaust to gain Tactical 1 (gain a free aim token when making a move). A free aim to better mulch something? Why not. It&#039;s basically a free boost to your attack. &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. He&#039;s...He&#039;s a melee character. The fact that this is even an option to consider is odd. Why are you looking at this entry? Pick another one, please!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  A great choice since he&#039;ll probably draw a good deal of firepower and if he gets hurt, he&#039;s suddenly even better in melee!&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units what orders and Luke needs an order. Mildly Recommended, but there are better upgrades to take. &lt;br /&gt;
&lt;br /&gt;
Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Recommended, unless other upgrades catch your eye. The Stance card exists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Stance&#039;&#039; (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim &#039;&#039;action&#039;&#039;, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Defensive Stance&#039;&#039; (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge &#039;&#039;action&#039;&#039;, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Luke&#039;s survival or allow more use out of Deflect. Recommended, unless another upgrade catches your eye. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;You Serve Your Master Well&amp;quot; - [Luke Skywalker] - Luke gains a free action: choose a friendly trooper unit or a Suppressed enemy unit, that isn&#039;t a Commander or Operative, at range 1 and perform a free move or attack action with it. If the target is an enemy unit, it can attack another enemy unit.&lt;br /&gt;
&lt;br /&gt;
Luke does a super Jedi mind trick to grant a unit a free action, or even make an enemy unit attack one of its friends. Note that if targeting an enemy, they must be Suppressed, meaning they have to have enough suppression tokens equal to or exceeding the unit&#039;s courage. Jedi Mind Trick suddenly becomes a more attractive upgrade!&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Full of Surprises&amp;quot; - [Luke Skywalker] - Luke gains a Dodge token. Luke gets extra defense dice equal to his Courage minus the number of Suppression tokens he has.  &lt;br /&gt;
&lt;br /&gt;
Luke becomes a tank for a turn. Note that the bonus dice are white, rather than the red dice he normally throws. The more units shoot at him, the less bonus dice he&#039;ll be gaining, though. Be sure to manage his suppression.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;I Am a Jedi&amp;quot; - [Luke Skywalker] - Luke gains defensive surge but can&#039;t attack this turn.  When he is issued an order, he can choose two enemy trooper units within range 1 and they are unable to attack this turn.&lt;br /&gt;
&lt;br /&gt;
Luke spends a turn doing something aside from attacking and paralyzes enemy units. Position him well and completely negate the powerful attack-related 1-pip Commands of other commanders, such as &amp;quot;And Now... You Will Die&amp;quot;, &amp;quot;Sorry about the mess&amp;quot;, or &amp;quot;Trained In Your Jedi Arts&amp;quot;. Also completely shut out high threat units, like an AAT or Saber tank.&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;
Unlike trainee Luke, operative Luke is a Jedi like his father before him. He hits slightly harder than his trainee version with 7 black dice, giving him about equal damage to what the commander version of his old man does. His increased health of 7 makes him tankier than before while 4 courage makes him near fearless. &#039;&#039;&#039;Disengage&#039;&#039;&#039; gives him a massive mobility upgrade that lets him dance around other Force users, as he can freely leave combat and potentially allow allies to shoot at targets right after he stabs them; and he still has &#039;&#039;&#039;Jump 1&#039;&#039;&#039; like his trainee version. He is also much more in tune with the Force, having a third Force upgrade slot and &#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039;. His training slot also lets you take upgrades like Tenacity to give him an additional red die in melee when he&#039;s wounded, allowing you to roll 8 dice. The Skywalker rage is alive and well, as he lands 4-5 hits on average enough to wipe out most squads in a single activation.&lt;br /&gt;
&lt;br /&gt;
However all that training boosts his cost higher than even Lord Vader, a most impressive &amp;lt;s&amp;gt;200&amp;lt;/s&amp;gt; 195 points before upgrades. He also loses his pistol, opting to use his more civilized weapon, and he lost his gear slot, so no stims here. You need to invest more points in an already expensive unit for Saber Throw if you want a ranged weapon. It should be considered that he only has Charge, so he has to spend an attack action to throw his saber. He is also an operative, so he doesn&#039;t have a courage bubble to prevent panic in friendly units, and you&#039;ll need to take a commander to be your general while Luke murders things- thankfully there is a decent, cheap option available. Luke&#039;s sister isn&#039;t a bad option, as he&#039;ll like having the dodge tokens she can dish out. Her Inspire is a nice bonus, too. Without upgrades, she&#039;s only 90 points, so it doesn&#039;t put a massive strain on points, either. &lt;br /&gt;
&lt;br /&gt;
The temptation to give in to your anger is also intense, as running him straight into the enemy to wipe them out is fun but will leave your very expensive unit exposed. One must actually exercise a lot of restraint when you choose to fight or flee, as a lot of his utility is not just in his power but also his ability to dictate the flow of battle. &amp;quot;I am a jedi&amp;quot; can shut down your opponent&#039;s timing, &amp;quot;Son of Skywalker&amp;quot; will delete an enemy unit from the field, and so on, all of which will throw a wrench into the enemy plan just when they think they are in a good position. Thematic, no?&lt;br /&gt;
&lt;br /&gt;
He also has a far superior outfit to commander Luke, trading boring fatigues for slick black Jedi attire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====R2-D2==== &lt;br /&gt;
(45 pts.)&lt;br /&gt;
Everyone&#039;s favorite astromech droid, the architect of the Rebellion, the Resistance, and a elite operative of the Republic; R2-D2 has brought down more governments than you could possibly imagine. Now he is an operative unit for the GAR and Rebel factions of legion. Bundled with his partner C-3PO in a Terrain expansion, you now have the option to add this smoking[https://www.youtube.com/watch?v=ELPlgKB9n8E|smoking] robot to your army&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;
Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not bad, considering he&#039;ll be moving up a lot, but also not good because you don&#039;t want him too close to the enemy. &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. Not bad, but not good.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally good, but only if you have the points.&lt;br /&gt;
&lt;br /&gt;
Integrated Comms Antenna (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3. Not bad, again, considering how far these droids will be moving up.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. This really isn&#039;t worth it, at 10 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
C-3PO&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C-3P0 is a 15 point upgrade to the unit. He adds two health and a &amp;lt;span style=&#039;color:grey&amp;gt; stormtroopers  &amp;lt;/span&amp;gt; shooting worth of dice to the melee pool with a &#039;&#039;&#039;clumsy kick&#039;&#039;&#039;. The real reason to let him tag along is to have him &#039;&#039;&#039;Calculate odds&#039;&#039;&#039; Giving a unit, in range 1, 1 Dodge, 1 Aim, and 1 suppression token. Really nice, especially for groups like Pathfinders.&lt;br /&gt;
&lt;br /&gt;
He also has a rather unique ability &#039;&#039;&#039;Distract&#039;&#039;&#039; which overrides &#039;&#039;&#039;Inconspicuous&#039;&#039;&#039; and forces 1 Trooper unit to attack them. If you aren&#039;t planning on using Secret Mission this can be really useful. Especially if your opponent has locked into using a powerful command card like &#039;&#039;&#039;Z-X Flame projector,&#039;&#039;&#039; or &#039;&#039;&#039;Now you will Die!&#039;&#039;&#039;, or even just to keep a unit of battle droids from shooting something squishy with a radiation cannon.&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;
    1 Pip: &amp;quot;Blast Off!&amp;quot; - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action.&lt;br /&gt;
&lt;br /&gt;
Basically gives you a turn where R2 is focused on fleeing the scene. Really useful for getting R2 up the board, as well.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Impromptu Immolation&amp;quot; - [R2-D2] - R2 can make a free move action after making an attack; he also gains a 2 white dice attack with range/melee to 1, which also has Blast, Spray, and Suppressive.&lt;br /&gt;
&lt;br /&gt;
Remember in &#039;&#039;Revenge of the Sith&#039;&#039; when R2 sprayed oil on some super battle droids and then fried them? Yeah, he does that, and it&#039;s kind of nasty. White dice limits the power of the attack but if it targets a large unit, you could be tossing some dice. Suppressive is really nice, too. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Smoke Screen&amp;quot; - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move.  Additionally, at the start of his activation R2 gains a free action to lay smoke. He can place a smoke token within range 1, and all units fully within 1&amp;quot; of the token get +1 cover.&lt;br /&gt;
&lt;br /&gt;
R2 does that smoke thing from the end of &#039;&#039;The Empire Strikes Back&#039;&#039;. A nice card, overall, but also a three pip, so be careful.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Buffs all around. There is an annoying trick you can do, though. If you scroll down a bit, you will notice a vehicle that can transport one model and can potentially move speed three three times in a turn, and R2 can fix vehicles and has special mission. Guess you really &#039;&#039;are&#039;&#039; getting the extra victory point, huh? &lt;br /&gt;
&lt;br /&gt;
One of your most competitive units, as R2 gives you a cheap extra activation with tons of keywords stapled on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sabine Wren==== &lt;br /&gt;
(125 pts.)&lt;br /&gt;
A powerful Mandalorian warrior who fancies herself an artist. She&#039;s a powerful damage dealer who also has the potential to survive a great amount of return damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at to gain cover. Meh. She&#039;s pretty tough already, but she will likely attract a lot of attention. She only has courage 2, though, so this really isn&#039;t recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Relatively low Courage makes this an attractive option, although &#039;&#039;Dauntless&#039;&#039; mitigates this a bit. Mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. A solid choice. Make sure her target gets hurt just once and then have her chop away with the Darksaber.&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. &#039;&#039;&#039;No No No NO&#039;&#039;&#039;.  You don&#039;t want her on Standby, you want her moving forward and chopping up the enemy with the Darksaber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. A pretty good option, assuming you gave her the Darksaber and you can get her wounded before she gets into melee. She is one of our most durable units, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be pretty nice, if you have the Darksaber. You&#039;ll get a free aim token after moving into melee with a squad or hero!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Mandalorian durability, but made better? Need I say more?&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units what orders and Sabine needs an order. Recommended. &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. Sabine is best when moving and attacking, not standing around doing a poor Leia impression. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not a bad option, but not amazing. Great with the Darksaber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. She can jump and doesn&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;She can jump and doesn&#039;t need this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Super cheap and gets her slightly closer to the enemy. With her high movement value, though, this might be better used on a different unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Especially a good choice if you took Hunter. Otherwise, make sure you have some way of getting her Aim tokens, like with her &amp;quot;Legacy of Mandalore&amp;quot; command. Mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Sabine doesn&#039;t get too much use out of this, considering she has Jump 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Personal Combat Shield&#039;&#039;(5 Pts.) - Gain &#039;&#039;&#039;Shielded 1&#039;&#039;&#039; and &#039;&#039;&#039;Recharge&#039;&#039;&#039; 1. It gives you a guaranteed block when active.  Recharge allows you to reactivate the free block by using a Recover action. Takes an already tough character and makes her even tougher; You can even use it to block Criticals (unlike dodge or cover)!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electro Grappling Line&#039;&#039;(5 Pts.) - Exhaust and spend an action to give one enemy unit within range 1 and line of sight 2 immobilized tokens and 2 suppression tokens. Each immobilized token causes the target to lose one level of movement speed. The immobilized tokens are discarded at the end of the target&#039;s activation (not during the End Phase like usual), so it effectively shuts down a powerful enemy for one activation. Not bad for 5 point, but don&#039;t feel pressured to take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;Darksaber&#039;&#039;&#039;&#039;&#039; (15 Pts.) From House Vizsla to Maul to Sabine, the Mandalorian Excalibur is a rather powerful sword putting out five black dice in melee with Impact 1 and Pierce 1. She also gains &#039;&#039;&#039;Dauntless&#039;&#039;&#039; allowing her to take a suppression token for a free move if she&#039;s suppressed but not panicked; &#039;&#039;&#039;Immunity to Pierce&#039;&#039;&#039; when she&#039;s in melee. This is an amazing upgrade, that will make her a threat to just about any unit in the game. Even saber users will have trouble dislodging her! Not completely necessary, though. Whether you take it is dependent on what your list needs or your play style. &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;
    1 Pip: &amp;quot;Explosions!&amp;quot; - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her.  After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after any unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover.&lt;br /&gt;
&lt;br /&gt;
A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn&#039;t spectacular but a red die per attack, with critical surge, means you&#039;re almost guaranteed to get at least one hit. Can be useful for thinning out the enemy a little with some careful placement. Combined with saboteur commando teams, the map will easily be peppered with mines.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Symbol of Rebellion&amp;quot; - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a &amp;quot;graffiti token&amp;quot; on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Allows her to get back her shields and any other exhausted cards, plus she can clear out any suppression tokens she may have.  The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less. Not a bad way to give your troops a slight morale boost while doing the opposite to your foe. Overall decent to have, but replaceable if needed.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Legacy of Mandalore&amp;quot; - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token.&lt;br /&gt;
&lt;br /&gt;
Very nice way of giving Sabine a boost. Don&#039;t forget that she&#039;s an Operative herself, so it would trigger the free token too. The release of Mandalorian Resistance and Clan Wren make this especially better, given that they&#039;re special forces. For Mandalore!&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;
Sabine is a fast-moving durable nuisance, and when armed with the Darksaber she&#039;s on par with any lightsaber-wielding space wizard.  Even when not in melee, she can thin enemy units with her blaster pistol, which has one of each die and &#039;&#039;&#039;pierce 1&#039;&#039;&#039;. She can also fire twice, at different targets, due to &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;. Thanks to her Mandalorian armor, she&#039;s arguably the toughest unit in the Rebel army, since she throws red defensive dice and has built in defensive surge, &#039;&#039;&#039;Nimble&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;. That&#039;s all before you give her a personal energy shield or that she&#039;s Immune to Pierce in melee if she&#039;s carrying Darksaber. That said, she doesn&#039;t have Charge or Relentless, so she&#039;ll need to maneuver carefully to get into melee and still be able to swing that Darksaber; speed three somewhat mitigates this though. Dauntless from the Darksaber will also help her maintain her mobility even if she becomes suppressed. Being aggressive is odd for Rebel&#039;s, given how flimsy most of our units are, but this is the woman to do it with!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====K-2S0==== &lt;br /&gt;
(70 pts.)&lt;br /&gt;
Droid Buddy to a Sneaky Spy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Not a terrible take although if you&#039;re in range to actually use it, you&#039;re in range to negate K-2&#039;s Incognito. Use if you expect to be more aggressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. K2 wants orders, so you fully deserve the scoff from him if you take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts., reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. A general pass.&lt;br /&gt;
&lt;br /&gt;
Armament &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jyn&#039;s SE-14 Blaster&#039;&#039; (10 pts.) - range 1-2 with 5 white, &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;. Wow. Bear in mind that K-2 has critical surge built in, so this is a pretty solid take, especially if you got aim tokens somehow. &#039;&#039;nudge&#039;&#039; Teamwork: Cassian Andor &#039;&#039;Nudge&#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;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
He only has one:&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Sacrifice&amp;quot; - [K-2SO &amp;amp; Cassian Andor] - K-2 gains &#039;&#039;&#039;Guardian 4&#039;&#039;&#039;.  At the end of his activation, select a friendly commander or operative at range 1, kill K-2, and enemy units cannot do ranged attacks against the selected character for the rest of the turn. &lt;br /&gt;
&lt;br /&gt;
Does Op Luke have one wound left and you desperately want to keep him from being shot to pieces? Here you go. A late-ish game card that can easily save the game. Thematic!&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;
To start, he&#039;s got &#039;&#039;&#039;Detachment&#039;&#039;&#039; with Cassian Andor, so you have to field Cassian to field him, and they have to be deployed near each other. He&#039;s got 5 wounds and courage 2, with a 4+ armor save (red, no surge) and &#039;&#039;&#039;Armor 1&#039;&#039;&#039;. Surprisingly durable. For offense, he&#039;s only got a melee attack throwing 4 red dice with critical surge, making him a decent threat, overall. He&#039;s a droid trooper, meaning he&#039;s got all the fun droid trooper stuff like he can be repaired by a astromech or R2D2, he&#039;s immune to poison, he&#039;s immune to being suppressed but doesn&#039;t get the cover boost from suppression, etc. He has &#039;&#039;&#039;Calculate Odds&#039;&#039;&#039; like C-3PO, allowing him to give a friendly unit at range 1 an aim, a dodge, and a suppression at the cost of an action. Also, because he&#039;s a reprogrammed Imperial droid, he has &#039;&#039;&#039;Incognito&#039;&#039;&#039;, which disallows enemies from attacking him beyond range 1 unless at some point in the game he has attacked or used an objective card action (i.e. he&#039;s grabbed an objective somehow). Lastly, he&#039;s got &#039;&#039;&#039;Teamwork&#039;&#039;&#039; with Cassian, so drop Calculate Odds on Cassian and K-2 gets the green tokens too!&lt;br /&gt;
&lt;br /&gt;
Sneaky boi synergizes with Pathfinders, and so does this reprogrammed toaster. When combined with 3PO, calculate odds can be amazing for Pathfinders, given that they want all of the tokens involved! His command card also makes it so your troops can complete the mission, even if survive just another turn to do so. Again, he has the durability and firepower to be a decent threat, until then, as well. As a 70 point addition to Cassian, he is definitely worth taking, even without Pathfinders. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corps&#039;&#039;&#039;===&lt;br /&gt;
&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;
====Rebel Troopers==== &lt;br /&gt;
(40 pts.)&lt;br /&gt;
They have big rifles and recycle dodges. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;MPL-57 Ion Trooper&#039;&#039; (18 pts.) - Adds a Rebel trooper with an ion cannon that fires range 1-3, 2 red dice with Ion 1 and Impact 1, but must exhaust to fire again. A decent way of whittling down enemy tanks while also slowing them down (Ion causes the vehicle to lose an action). It also works on droid units, so these are super attractive when facing Confederacy. Additionally, the Ion rule gets rid of shield points on any units that may have them (primarily Droidekas). At it&#039;s current point value, with exhaust, it may  not be the best choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Z-6 Trooper&#039;&#039; (20 pts.) - Adds a bad ass Rebel carrying a minigun. Fires 6 white dice at range 1-3, giving you the opportunity to roll a lot of dice that are mostly going to miss. Still, when you manage to get 4+ hits from it, it&#039;ll be epic. High ceiling, but &#039;&#039;very&#039;&#039; low floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SX-21 Trooper&#039;&#039; (17 pts.) - adds an alien Rebel carrying a blunderbuss-style cannon that fires range 1-2, 2 red and 2 white with Impact 1. You trade some range for some impressive firepower that makes a squad just that little more useful against enemy tanks. It&#039;s not terrible, but range 2 hurts a lot for a troop choice that dies to a stiff wind.&lt;br /&gt;
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&#039;&#039;DLT-20A Trooper&#039;&#039; (26 pts.) - adds an alien Rebel carrying a modified version of the standard Stormtrooper machine gun. Fires 2 black and 1 white at range 1-4 with Critical 1. A range boost and a little extra firepower isn&#039;t a bad thing, and Critical 1 is icing on the cake. The go-to heavy option for competitive lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper&#039;&#039; (7 pts.) - adds an extra mook to your squad. Nice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (16 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad&#039;s Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Captain&#039;&#039; (11 pts.) - adds a captain to your squad. He gives you a Training upgrade slot and acts as your squad&#039;s leader. Additionally, you can exhaust him at the start of the unit&#039;s activation to render it immune to being Suppressed for that activation at the cost of also not being able to remove suppression tokens. Allows your squad one turn to act normally despite being Suppressed. The upgrade slot is very meh, though, considering your just a single paper thin squad, regardless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Specialist&#039;&#039; (12 pts.) - adds a specialist to your squad.  He grants the squad an extra Gear upgrade slot, and you can exhaust him to gain either a Dodge or a Surge token.  For 4 pts over the cost of a normal Rebel trooper, you&#039;re essentially gaining the ability to automatically get a Dodge token at least once per battle without having the rely on Leia, the Officer, or using a Dodge action. And it doesn&#039;t prohibit you from doing a Dodge action or getting a Dodge from Leia/the Officer, so you could potentially have 3 Dodge tokens if you think your squad&#039;s about to get lit up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad.  If you want to anchor your line with HQ Uplink or another comms upgrade, then here&#039;s your chance to do just that. Not recommended, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle or droid trooper (K2). If you plan to lean heavily on vehicles, a worthy option. However the short range means it&#039;ll be difficult for speeders to benefit. Decent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper unit. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. This must be done in the same turn the model was slain, however. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. There&#039;s really no need for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, with your white dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally a good upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not bad, although aim tokens are competing with dodge tokens, here, so kind of situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, but it may be wasted on normal Troopers. &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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You&#039;re already throwing black dice with your basic rifles, but this could be useful if you get up close to the enemy and toss one to ensure you ignore enemy cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit.  Very nasty surprise for any enemies who get too close. Useable against armor, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Great for making enemy tanks disappear, but short range means they&#039;ll see it coming, and if your opponent has no tanks, they&#039;re wasted since you already shoot black dice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at.  It makes your fragile troops just a nudge more difficult to kill, unless they actually are in heavy cover already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to ensure it goes off. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Your standard infantry, black dice on attack gives them a 50% chance to hit each. Like almost all Rebels they throw white defense dice with surge, but still only offers a 33% chance to survive a shot, so dodges and cover are mandatory for keeping them alive in a firefight. Compared to stormtroopers, they can shoot straight without an aim token, but melt if caught out of cover. Most likely, you want to run them naked for holding points, with a Z6 for assaults, or the DLT for gunlines.&lt;br /&gt;
&lt;br /&gt;
The Z6 gives impressive spike damage at the cost of reliability, making it a supporting element to the rest of the squads firepower. The DLT, in comparison, gives the range necessary to trade shots with distant opponents and has more consistent damage, although without a hail Mary of rolling 4 or more hits (for the mathematically inclined the Z6 will do almost exactly the same damage to storm troopers out of cover and slightly more damage to enemies in cover and at slightly lower cost, but the DLT has an easier time hitting due to better range).&lt;br /&gt;
&lt;br /&gt;
Grenades are generally not recommended on these squads because you don&#039;t usually want to be that close to the enemy with a unit that could die to a wet pool noodle. Typically, you&#039;ll want to hide behind cover and out of line of sight, so your other untis can make a path to the objective. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fleet Troopers==== &lt;br /&gt;
(40 pts.)&lt;br /&gt;
Dakka troops that excel at locking down areas.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Scatter Gun Trooper&#039;&#039; (23 pts.) - adds a Fleet Trooper carrying a Trandoshan shotgun- 2 red dice at range 1-2 with &#039;&#039;&#039;Pierce&#039;&#039;&#039; 1. Your basic guns are range two, so this is very nice. Makes a Fleet Trooper squad into a blob of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MPL-57 Barrage Trooper&#039;&#039; (22 pts.) - adds a Fleet Trooper carrying a miniature grenade launcher.  It fires 1 black die and 2 white dice with &#039;&#039;&#039;Ignore Cover&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; at range 1-3, but must exhaust to fire. A versatile weapon that can help deal with vehicles but also has its uses against infantry. Being an exhaust weapon, though, instantly hurts this weapon. The Scatter Gun is just an overall better option. This could see use if your opponents are bringing lots of armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Trooper&#039;&#039; (7 pts.) - adds an extra mook to the squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (16 pts.) - adds an old dude to your squad, who becomes your new squad leader.  He also increases your squad&#039;s Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. Generally, you may want this guy on your backline troops, though. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. If you want to anchor your line with HQ Uplink or another comms upgrade, then here&#039;s your chance to do just that. Not really needed on Fleets, even though they do want orders. Not exactly bad to take, but there are other areas to spend points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. The short range of this little friend means your aggressive Fleet Troopers can better use this to repair damaged AT-RTs or speeders. Mildly recommended in aggressive RT lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. It must be done during the same round that model died or took a wound, though. This one&#039;s very dependent on which Commander(s) or Operative(s) you&#039;ve taken, because backline commanders, like Leia, won&#039;t benefit from this very much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Fleet Troopers really don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Nice, but not at all necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You want them to be aggressive, so this isn&#039;t too bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, you want them to be aggressive, so not bad, either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. &#039;&#039;&#039;Ready&#039;&#039;&#039; gives you a aim token when you go on standby and you have a lot of white dice to reroll. You get a free aim token when doing a standby action with Fleet Troopers, so this is pretty good if you have the spare points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, especially on Fleet Troopers.&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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. Short range attack on an already short range unit, although you&#039;re only throwing white dice on your normal attacks. Not a terrible choice if cover is a problem; if it&#039;s not, fragmentation grenades are superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit.  Very nasty surprise for any enemies who get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Great for making enemy tanks disappear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at.  It makes your fragile troops just a nudge more difficult to kill. Great on an aggressive unit like these boys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to maximize it&#039;s potential. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For the same price as the basic Troopers, you get one of the odder entries in terms of basic troopers. Each trooper throws around two white dice each, but only to range two. The have &#039;&#039;&#039;Ready 1&#039;&#039;&#039; Giving you an aim token when you go on standby. They are profoundly good on tight maps when they can get in close or make the enemy do the same. In more open maps, they can have trouble getting in to range and end up losing their standby to suppression far more easily. Also, if rebels had cardboard for armor, then the fleet troopers have wet paper, as they lack nimble for surviving focused fire.&lt;br /&gt;
&lt;br /&gt;
However, they are close combat specialists, throwing out 8 white dice with surge to hit on a naked squad with potentially 10 white dice, 2 red dice, and a pierce for good measure with the shotgun and a fifth trooper. Laugh maniacally as you ask to borrow your opponents dice. Even deathtroopers can&#039;t withstand firepower of this magnitude, causing about 3 casualties on average with each round of shooting to them.&lt;br /&gt;
&lt;br /&gt;
They are much more specialized than the standard rebel trooper, you will want to keep them as a mobile reserve for reversing enemy breakthroughs or using them near line-of-sight blocking terrain as area denial. Never get into a gunline battle with them as they lack the range to push back even a basic stormtrooper squad in the open. Unlike the Empire, rebels have no way to reliably generate standby tokens, so Ready is useless 90% of the time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Veterans==== &lt;br /&gt;
(48 pts.)&lt;br /&gt;
Rebel troopers who&#039;ve been in a few battles, so they&#039;ve learned a thing or two.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;
CM-0/93 Trooper (26 pts.) - adds a heavy cannon that throws 4 white dice at range 1-4 (Thank the errata!), and adds Critical 2 to the attack. It&#039;s a longer range Z-6. Nice boost in firepower to a squad with already good firepower. A bit costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Veteran&#039;&#039; (9 pts.) - adds an extra mook to your squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (19 pts.) - adds an old dude to your squad, who becomes your new squad leader.  He also increases your squad&#039;s Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. Not bad, but a better option exists for Veterans. &#039;&#039;Let&#039;s also just ignore the fact that Vets should be courage 2, native.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. Unit orders are tight for Rebels, and Veterans want an order for their Coordinate rule. A comms technician with an HQ Uplink can provide a massive boost in flexibility to any list with these troops. Recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. However the short range means it&#039;ll be difficult for speeders to benefit. This would be nice to use, instead of the comms technician, for Laser AT-RTs. This can be done far better with a normal Trooper squad, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. Minis can only be revived in the same round they were defeated. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death. The comms technician provides more synergy, though. &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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. With only courage 1, you don&#039;t really want suppression. &#039;&#039;Again, why don&#039;t Veterans have courage 2!?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Nice, considering suppression may be an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not bad, considering the damage Veterans can do.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. If you&#039;re in melee with these boys, then you either did something wrong or they&#039;re dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Rebel Veterans are more defensive based, but this can allow you to be a more mobile threat, if you want to spend the points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Rebel Corps really like the idea of this, but it&#039;s a shame it contests with a lot of upgrades. Vets, however, due to the Defend keyword, can make good use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Pretty good, especially if the squad got an order for that free dodge token. Can be useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Not generally recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad, although Veterans don&#039;t really want to push up too much to get use out of their coordinate rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, but not recommended for the same reason Environmental Gear isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but aims will usually be difficult to get. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Veterans, however, don&#039;t want to be too aggressive. &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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You already chuck black dice when attacking, so this is of limited use, unless you&#039;re super worried about cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear, but short range means they&#039;ll see it coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at.  It makes your fragile troops just a nudge more difficult to kill (unless they actually are in heavy cover already).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to do so. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are a lot like the basic Rebel troopers with some tweaks. The most notable change is that they lose the &#039;&#039;&#039;Nimble&#039;&#039;&#039; ability that the Rebel troopers have; instead, they have &#039;&#039;&#039;Defend 1&#039;&#039;&#039;, which grants them one free Dodge token when they are issued an order. Nimble is a tough thing to lose, as the Veterans are otherwise no better at defense than Rebel troopers (1 wound each with white defense dice and surge). They still throw black dice at range 3 when shooting but pick up normal surge, making them slightly better at that, hitting 63% of the time compared to 50%. Their only heavy weapon adds 4 white dice with critical 2 (convert up to 2 surges into crits), with a heavy weapon they are landing about 1 more wound per round of shooting compared to rebel troopers with a Z-6. These guys already have regular surge, so it&#039;s just giving you a chance to ignore dodge/cover on some surges.  They also gain a Training upgrade slot, allowing you to take valuable upgrades like Duck and Cover or Endurance to try to keep them in the fight, or Hunter to give them a slight offensive bump.&lt;br /&gt;
&lt;br /&gt;
Lastly, for each of these units you field, you&#039;re allowed to field one of the Mark II Medium Blasters. Veterans have the Coordinate rule with Emplacement troopers.&lt;br /&gt;
&lt;br /&gt;
The Comms Technician is very useful on Veterans because they want orders, and Rebels often have trouble rationing them out. Their better at shooting than normal Troopers, with some anti-tank/cover potential with their heavy option. Their rules also encourage a very defensive playstyle, with one of their keywords literally being Defend. Coordinate: Emplacement Trooper means you&#039;ll want to be within range of an FD turret or Mark II Medium Blaster, as well, so they really don&#039;t want to be aggressive. &lt;br /&gt;
&lt;br /&gt;
A little costly, though, so Don&#039;t waste them. Rebel Veterans are now in a better spot after the November, 2020 errata.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mark II Medium Blaster Trooper==== &lt;br /&gt;
(38 pts.)&lt;br /&gt;
It&#039;s a veteran Rebel equipped with a miniaturized version of the Empire&#039;s E-Web blaster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (5 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. This unit should never be close enough to use this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Thanks to the Coordinate shenanigans, you could potentially use this to pass on orders to units you couldn&#039;t otherwise give an order token to, like a vehicle when the Command Card only allows troopers.  But... you also need a face up order on this unit to use this unit&#039;s Fire Support, so... meh.&amp;lt;/s&amp;gt; The 1.6 version of the Rules Reference Guide has errata&#039;ed this to be &amp;quot;Non-Emplacement Trooper only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice; it ensures you&#039;ll get an order token on the unit at least once when you really want it, especially if your Veterans aren&#039;t near it to Coordinate. Here lies the problem, though. If your Veterans aren&#039;t close enough to coordinate to the Mark II, then you&#039;re doing something wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re using the Disarray or Rapid Reinforcements battle cards, but really, making use of the Veterans&#039; Coordinate is probably a better option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Can&#039;t go wrong with Aim tokens, especially if you&#039;re not planning on using Fire Support. Even better if you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can field one of these per unit of Rebel Veterans that you also field. They also have to deploy near each other, which you want anyway because the Coordinate rule allows your Veterans to issue an order to one of these units when they are issued an order themselves. Interestingly, the Rules Reference states that the unit with the Detachment rule- the Medium Blaster in this case- doesn&#039;t have to deploy in the deployment zone, meaning with some clever positioning you could effectively get a free Scout-1 move out of it. This may be an oversight, though, so maybe don&#039;t try this. &lt;br /&gt;
 &lt;br /&gt;
It throws four black dice at range 1-3 with Critical 2; it already has normal surge built in. It also has Fire Support, meaning if it&#039;s got a face up order token and is within range/LOS of the target, it can add its dice and Critical 2 to another friendly unit&#039;s shooting pool. So it can give your nearby squads some heavy punch when you really need it. This can be a critical part of your gunline; This is why you want to make sure you&#039;re using Coordinate to keep it ready to fire.  It also has Sentinel for the boost on Standby range, as most gun emplacements do. Don&#039;t forget that you can use Standby to get around the gun&#039;s Cumbersome rule! &lt;br /&gt;
&lt;br /&gt;
You are generally going to want to field it naked, or maybe with a Linked Targeting Array if relying on standby actions. You can then get an aim token along with a dodge token, with the array, to both make their shooting more potent and to also make a flimsy unit slightly more durable. When it does have to make a move, remember that it can make one free 360º pivot before or after each movement it makes (due to Reposition and Full Pivot). Remember that you can&#039;t use it&#039;s upgrades during fire support. &lt;br /&gt;
&lt;br /&gt;
It&#039;s still a fairly fragile Rebel unit- 4 wounds, 2 Courage, and white dice with surge on defense.  Make sure to maximize Cover as much as possible to keep it alive. But if you can do this, it is the definition of a glass cannon, hitting harder than a naked squad of rebel troopers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special Forces&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Slightly more elite troopers to back up your Corps.  Most of them are basically more specialized versions of Corps units.&lt;br /&gt;
&lt;br /&gt;
====Rebel Commandos==== &lt;br /&gt;
(50 pts.)&lt;br /&gt;
Veteran Rebel troops who specialize a little bit more in sniping and spec ops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DH-447 Sniper (28 pts.)&#039;&#039; - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1. It also has the &amp;quot;High Velocity&amp;quot; rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (like anyone with Block or Deflect).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proton Charge Saboteur&#039;&#039; (26 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it.  Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice considering the Commandos come with the Low Profile rule; however, if you have them in at least light cover, this is a useless upgrade. A general pass that may find some use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Good for keeping the squad&#039;s suppression under control, especially if they wind up isolated from a commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Especially useful if you&#039;ve gone with the sniper and use him to focus fire on enemy characters.&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. Not that useful, because you won&#039;t want to go on standby that often. Snipers, especially, won&#039;t want to be this close. Range 5 exists for a reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while the unit has lost a model, gain 1 red attack die. You don&#039;t want these guys in melee. They&#039;re not terrible at it, but it&#039;s not their strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This is always nice to have, especially if you take the mine as a heavy weapon, encouraging more mobility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very nice, and can make commandoes much harder to kill. However, it might also be wasted on them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders.  Might be useful for screwing with Confederacy droids doing their Coordinate daisy chains, or if you&#039;ve gone the Saboteur route and just want to screw with the enemy, but otherwise, meh. This is primarily a ranged unit and generally shouldn&#039;t get close enough to use 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. If these guys can be issued an order, you probably want them using that order and not passing it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order. Other units may want this upgrade more, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re doing a mission like Disarray, or their Scout move has pushed this squad too far away from the Commander to be issued orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not really that useful for this unit as it&#039;s a strong offensive unit that you want shooting, not dumping tokens on other units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Commandos won&#039;t benefit from this as much as other units would. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. These guys really shouldn&#039;t be moving too much but if you are very afraid of slowing down due to terrain, here&#039;s the fix. Also could be useful if using the Saboteur and looking to get up close fast; This gear will ensure that you aren&#039;t slowed down as you try to get close. Also note that their Scout move ignores difficult terrain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. As with environmental gear, this isn&#039;t a high priority upgrade unless that specific kind of terrain is an issue for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Very cheap, and stacks with the Commandos&#039; Scout 2 rule, giving them a hefty Scout 3 move to start the game. Very good option that you should always consider taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. These guys throw black dice with surge on offense, so they hit about 63% of the time. Therefore, rerolls are always welcome! This is a pretty good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You&#039;re already throwing black dice and have Sharpshooter 1, so these are of limited usefulness to this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for enemies who get too close; 1:4 chance of crit even makes them potentially useful against enemy tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Very useful for popping enemy armor, but the short range means they&#039;ll probably see it coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - as a normal action, the unit leader gains &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;. This allows him to drop a smoke token within range 1 of him. A smoke token gives +1 Cover to all units whose leader is within range 1 of it, but also grants that cover to an enemy unit they shoot at. Stacks with other smoke tokens and the Low Profile rule that the Scouts already have, but you can get the same effect by just having them in some sort of cover anyway. Generally a pass because this unit is expensive and you&#039;re going to want it aiming/dodging and firing, not dropping smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to ensure it goes off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are an upgraded version of normal Rebel Troopers. They have the same stats but +1 Courage. They drop nimble, but gain &#039;&#039;&#039;Low Profile&#039;&#039;&#039;, &#039;&#039;&#039;Scout 2&#039;&#039;&#039;, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;. They throw the same one black die with range 1-3 each, also with normal surge. These guys are good for ranged combat, especially for picking away at enemy troops who think they&#039;re in a good defensive position. As for the upgrades, the sniper works well since it&#039;s just adding more ranged power that can really threaten characters. The saboteur still has the same A-200 rifle as his comrades but gains the range 1 bomb dropping as described above. Give the Saboteur squad some Frag grenades and you suddenly have a fairly effective assault squad. Remember, you can have multiple bombs out, and you can activate them after any units action. &lt;br /&gt;
&lt;br /&gt;
The downsides to these guys start with that despite how expensive they are (50 pts before any upgrades, as opposed to basic Rebel troopers only costing 40), they&#039;re still just Rebels. One wound each with white defense dice, surging to defend, means they&#039;re just as frail as most other Rebel units. If you go big on the bells and whistles, the squad can easily cost over 100 pts, as well.  You need to decide what role you want the squad to fill, and then upgrade them to suit that. They are too expensive to try to fill multiple roles.&lt;br /&gt;
&lt;br /&gt;
In fact, they&#039;re too expensive, as is, period. The Strike team is far more efficient and allows for more activations. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Commandos Strike Team==== &lt;br /&gt;
(20 pts.)&lt;br /&gt;
A two man team of Commando specialists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;DH-447 Sniper (28 pts.)&#039;&#039; - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1.  It also has the &amp;quot;High Velocity&amp;quot; rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (eg anyone with Block or Deflect).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proton Charge Saboteur&#039;&#039; (26 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it. Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  You don&#039;t really need this thanks to Low Profile- if you have a least light cover, this upgrade is useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. A little pricey for such a small unit, but does help keep suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Very helpful for sniping characters.&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.  You don&#039;t need this. The sniper has great range and you&#039;re effectively limiting it to range 3 with Standby. The saboteur has super short range, and you probably want to get up close to actually drop his bombs.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while the unit is wounded, it gains 1 red attack die. To actually use this, you&#039;d have to be down to one model left in the unit. And that one model has to be in melee. Where you probably don&#039;t want him to be.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This is only really good on with the mine, because the sniper doesn&#039;t necessarily need to move at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. For such a small squad, this upgrade will undoubtedly be wasted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Might be useful on the saboteur unit but the sniper should never be close enough to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Limited utility since, how often is that situation going to come up with these guys?&lt;br /&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 little costly but can ensure that your dudes get an order when you really need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.  On larger battlefields or when fighting a mission like Disarray, can be very useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Rather expensive and generally better on other units. You want these guys doing their appointed mission, not sitting around dropping Aim tokens on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  Considering these guys are wiped out after suffering two wounds, this is not a bad option. Still a little too costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. If you&#039;re struggling with being slowed by difficult terrain, this will help. However, unless you&#039;re going with the saboteur option and are looking to act as an assault unit, you probably don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you&#039;re struggling with lots of climbable terrain, this will help. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 that the team already has, for Scout 3. It&#039;s also cheap, making this a very attractive choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not really super necessary since the team will never be throwing that many dice to begin with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Not too useful on Commando Strike Teams.&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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die and ignores cover.  These guys already throw black dice with Sharpshooter 1 so they&#039;re at least partially ignoring cover. The small size of the squad will limit the damage they can do, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Can be a nasty surprise but small squad size will severely limit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Useful for punching holes in enemy tanks but small squad size will severely limit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - as a normal action, the unit leader gains &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;.  This allows him to drop a smoke token within range 1 of him.  Any unit whose leader is within range 1 of the token gains +1 cover, but it also grants that bonus to the unit&#039;s target when shooting. Does not stack with Low Profile, which requires the unit to be in light cover to benefit. Just remember that it does take one of your unit&#039;s two actions. Maybe useful on the Saboteur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). You won&#039;t want to get close enough to use this. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The unit consists of one man and you are required to buy a heavy weapon to accompany him, which  becomes the unit leader. This gives you a Commando squad heavy weapon without having to actually field a whole squad. The Sniper team is particularly effective at controlling sectors, given the long range and the threat they pose to enemy elites/characters. Just be wary that, as always, they&#039;re still just fragile Rebels. Be sure to position them in at least light cover to increase the odds they&#039;ll survive any shooting they may suffer. The Saboteur is great for locking down an area, unless your enemy really wants to tempt the dice gods. &lt;br /&gt;
&lt;br /&gt;
As with the full Commando squad, decide what you want these guys to do and then equip them to fit that role, as they can&#039;t really do multiple roles.&lt;br /&gt;
&lt;br /&gt;
Generally a better option over the full commando squad. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Pathfinder_Team|Rebel Pathfinders]]==== &lt;br /&gt;
(58 pts.)&lt;br /&gt;
The squad of Rebels that accompanied Jyn Erso and Cassian Andor to Scarif at the climax of &#039;&#039;Rogue One&#039;&#039;. They excel at sneaking into forward positions and springing surprise attacks while maximizing cover to survive counterattacks. For Jedha!!!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Pao&#039;&#039; (22 pts.) - adds the unique, 2 health Pao character to your squad. He becomes the squad&#039;s leader and has the &#039;&#039;&#039;Inspire&#039;&#039;&#039; 1 rule, plus his rifle fires 1 red and 1 white at range 1-4. He gives a slight bump to ranged firepower plus a morale boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bistan&#039;&#039; (28 pts.) - adds the unique, 2 health Bistan character to your squad. Exhaust him to make an attack at range 1-4 doing 1 black and 4 white with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Ion 1&#039;&#039;&#039;. He gives your squad some utility against vehicles as well as basically doubling your dice output at long range. Just bear in mind that he exhausts to fire and you&#039;ll have to spend a Recover action to fire him again. He suffers from Ion syndrome.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at for cover. This works well with the Danger Sense rule, and you should seriously consider taking this. Remember, Pathfinders only have courage 2, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Could be useful to keep your suppression tokens under control, although you do want some tokens for their Danger Sense ability. If you feel as if your Pathfinders are taking too much suppression, this can be great.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Aim tokens are always nice, and since your normal and long range configs are throwing white dice, rerolls are very useful.&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. Can be useful, but you may not want to be on standby too much with Pathfinders. There are better upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. While Pathfinders aren&#039;t terrible at melee, they&#039;re not great at it either, and should probably focus on ranged combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This works well with their &#039;&#039;&#039;Dauntless&#039;&#039;&#039; keyword. This should especially be added to this unit, if you&#039;ve got the points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Pathfinders won&#039;t be getting dodges too often, so this may be wasted. If you can get them dodges, then SA could find some use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Could be fun for screwing with B1 and B2 Battle droids trying to make use of their Coordinate rule; otherwise, pretty situational, and there may be better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Pathfinders may want the order you gave them.&lt;br /&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 keeping orders on the unit even when they&#039;re away from the commander, which is possible considering they have infiltrate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Pathfinder&#039;s infiltrate means they may find good use out of this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Pathfinders need to manage their actions carefully and don&#039;t really have the luxury of using those actions to pretend to be General Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Infiltrate will probably solve most issues with terrain that you may have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Infiltrate will probably solve most issues with terrain that you may have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Works well with Infiltration to get your Pathfinders where you want them, and it&#039;s cheap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. If you&#039;re able to reliably get aim tokens (the Hunter upgrade, being recommended), this will help with the white dice you roll on your attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, although infiltrate does hinder it&#039;s usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Short Range Config&#039;&#039; (0 pts.) - one red die per trooper at range 1-2. Essentially turns your A-300 into a hard hitting pistol. Recover to flip the card to the Long Range Config.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Long Range Config&#039;&#039; (0 pts.) - one white die per trooper at range 1-4. Lose a white die to gain a bump in range. Recover to flip the card to the Short Range Config. &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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die that ignores cover. The short ranged config on your A-300s is probably better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Exactly the same as your Short Range Config but with critical surge instead of normal surge. Could be useful in a pinch if you get stuck with your A-300s in Long Range configuration. Also may be useful if cover is being a problem. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Bistan is this units best hope of countering armor, and this gives a great bonus to that. Being in range to throw these, though, may be an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to gain Smoke 1, which allows you to deploy a smoke token within range 1 and line of sight of your squad leader. Smoke tokens grant +1 Cover to all units whose unit leader is within range 1 of a token, includign enemy units. Since these guys infiltrate, there&#039;s a good chance they could be isolated away from the rest of your army, and a little extra cover couldn&#039;t hurt. Their actions need to be managed carefully, though, and spending an action on deploying smoke means you&#039;re skipping doing something else (especially once they become Suppressed and lose an action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Pathfinders are another solid shooting unit in an army that focuses heavily on good shooting. Think of those aforementioned Rebels in Rogue One, and how they fought, and that&#039;s how you should use these guys; Have them skulk ahead of your army, pin the enemy in place, and weather return fire while the rest of your army gets into position to help them out.&lt;br /&gt;
&lt;br /&gt;
They have three ways they can fire their guns. Their Default configuration, which fires 2 white dice at range 3, pretty brutal. The Long Range configuration, which hits like a wet noodle at 1 white at range 4, but allows you to harass enemies beyond their effective range (and add more damage to Bistan/Pao). Short range configuration fires a single Red dice at range 2, a very reliable attack. They also have some interesting abilities to help with defense. Pathfinders throw white defense dice with surge, like most of their Rebel compatriots. Additionally, they have the &#039;&#039;&#039;Danger Sense 3&#039;&#039;&#039; rule, which allows them to choose not to remove suppression tokens, and when defending against ranged attacks, they can roll extra defense dice equal to the number of suppression tokens they have, to a maximum of 3 extra dice. They also have &#039;&#039;&#039;Dauntless&#039;&#039;&#039;, which allows them to make a free move when they&#039;re suppressed (but not panicked) if they take an extra suppression token, so they still function largely normally even when full of suppression tokens. Their Courage 2, however, means they can&#039;t go overboard with the suppression, so manage that carefully. While they&#039;re not terrible at melee, they&#039;re not great at it either, and they&#039;ll get slaughtered by enemy melee specialists. Lastly, they have the &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; rule, which allows them to deploy almost anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Pathfinders synergize rather well with Jyn Erso and Cassian Andor, who have similar abilities and Command Cards that work well with them; and when Jyn lends them her Courage 3, it&#039;ll help keep them in the fight. Like Erso, they have Infiltrate and can start out anywhere on the board as long as no enemy unit is within range 3 of them when they deploy. Deploy them first and they can be anywhere! Cassian can also have this if you sacrifice his Commander role to become an Operative.&lt;br /&gt;
&lt;br /&gt;
Very much worth remembering that they will always have access to two different blasters; The one on the configuration card and the baseline profile. You will probably only have use for the long range profile for a turn or two, but after that you will be using one of the others. Against armored targets you will be best using the rifle profile since you are fishing for critical hits. Bistan can be a massive help with this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wookie Warriors==== &lt;br /&gt;
(69 pts.)&lt;br /&gt;
Do you like tearing arms off things?  So do these guys! it&#039;s a squad of Chewbaccas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Bowcaster Wookiee&#039;&#039; (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca&#039;s bowcaster. It fires one red and white die at range 1-3, with Impact 1 and Pierce 1.  Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. It&#039;s also the only way to add another model to this small unit. With it&#039;s dice and &#039;&#039;&#039;Peirce 1&#039;&#039;&#039; the best use of it its to put a wound on a target so you can trigger hunter when you make it to melee. Even the threat of letting Wookies catch a wounded character, is enough to force a more defensive play style.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first.&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.  Wookiees specialize in close quarters and melee combat; they generally shouldn&#039;t be on Standby.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it&#039;ll make their already deadly melee even more terrifying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. How about...No!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it&#039;s super cheap. A decent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. If you&#039;ve got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don&#039;t want to be stopping your advance to have the Wookiees take an Aim action. There are better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. &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 (3 pts.)&#039;&#039; - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool &#039;&#039;Ignores cover&#039;&#039;&#039;, effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can&#039;t quite get a charge off.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad&#039;s leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. While this is handy for helping protect your totally unarmored Wookiees as they advance, it&#039;s probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols, as well!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Like Chewbacca, these guys should be considered a &amp;quot;glass cannon&amp;quot;. Excluding characters, they are among the best melee units in the game. They throw 2 black dice per model with normal surge; and they have an &#039;&#039;OK&#039;&#039; pistol attack, with 1 black and 1 white at range 1-2. They are rather easy to kill; while they do have a high wound threshold of 3 per model, they also only throw white dice with no surge on defense. When they get hit, they are probably taking it. Thankfully they have Charge and scale which allows them to traverse terrain without difficulty. They also have the Indomitable rule, which allows them to roll red defense dice to Rally rather than white, giving them pretty good control over suppression. Now that they have &#039;&#039;&#039;Duelist&#039;&#039;&#039;, they are proper CQC units that will tear apart anything.&lt;br /&gt;
&lt;br /&gt;
Make heavy use of Dodges and Cover to keep these guys alive and get them into melee as quickly as you can. Hunter and Tenacity are both great upgrades for them. Wookie Warriors are work well with equally as aggressive lists, to divide how much fire they may take. Luke, Sabine, Cassian, and Han are great commanders for them. Fleet Troopers, Tauntauns, and the speeder vehicles are great additions, as well. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mandalorian Resistance==== &lt;br /&gt;
(72 pts.)&lt;br /&gt;
A squad of Mandalorian warriors fighting against the Empire. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Beskad Duelist&#039;&#039; (28 pts.) - adds a mini with a 2 red melee attack, and the new &#039;&#039;&#039;Duelist&#039;&#039;&#039; rule. Duelist grants the unit Pierce 1 when they spend an Aim token in melee, and Immune: Pierce when they spend a dodge. A really nice upgrade that makes them an immense close quarters threat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tristan Wren&#039;&#039; (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). A really nice upgrade, but better on Clan Wren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ursa Wren&#039;&#039; (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon&#039;s range by 1). She also has the Leader keyword, which makes her the Leader of the squad. A really nice upgrade, but still better used in Clan Wren. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jetpack Rockets&#039;&#039; (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. &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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don&#039;t want to be stuck with a single action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good, especially with the Beskad Duelist. &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. You won&#039;t want Mandos on standby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended without the Beskad Duelist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Mandalorians will want to be on the move, especially considering their range, and this can especially be nice for the turn you charge into melee with a Beskad duelist squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Like with Sabine? Making Mandalorian durability even better? Need I say more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself). Not bad, especially with the Beskad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. You&#039;ll probably want to keep the order, if it was given to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Very meh, because you&#039;ll probably be running Mandos with commanders that can keep pace with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Mandalorians won&#039;t want to be token generators. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time. Could be useful, for those hard hitting ranged or melee hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This isn&#039;t necessary, considering they have Jump 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;This isn&#039;t necessary, considering they have Jump 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn&#039;t recommend. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Mandalorians already have jump 2, but they may find &#039;&#039;some&#039;&#039; use out of 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; (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. This isn&#039;t bad, but your shooting also kind of makes this unnecessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn&#039;t too useful considering the tools you have access to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action 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 the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it. This includes enemy troops. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols, as well!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. They come with 1 health, 2 courage, and surge to hit/defend. This means they have a native 3+ save, with &#039;&#039;&#039;Impervious&#039;&#039;&#039; to top it all off (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). &#039;&#039;&#039;Nimble&#039;&#039;&#039; means they can recycle dodge tokens, to top it all off!&lt;br /&gt;
&lt;br /&gt;
Their shooting is 2 black dice at range 1-2, with a black and white die in melee. They&#039;re also speed 3 with &#039;&#039;&#039;Jump 2&#039;&#039;&#039;, making them a terrifying mobile threat. Tristan Wren and Ursa Wren can improve this a bit, but they&#039;re generally better used in the Clan Wren strike team. Jetpack rockets are also just a nice addition that can cause decent damage to units at range. Equipping this squad with the Beskad Duelist makes it a great danger to most units. Even Jedi will struggle to hurt these warriors, as pierce can largely be ignored. Mandalorian Resistance is best used aggressively for this reason. Don&#039;t forget, as well, that they are troopers, so they can capture points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mandalorian Resistance, Clan Wren==== &lt;br /&gt;
(34 pts.)&lt;br /&gt;
Ursa and Tristan Wren join the fight to aid the Rebellion. This family reunion is going to be quite explosive, huh?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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 (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tristan Wren&#039;&#039; (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). You &#039;&#039;have&#039;&#039; to take him and Ursa Wren in this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ursa Wren&#039;&#039; (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon&#039;s range by 1). She also has the Leader keyword, which makes her the Leader of the squad. You &#039;&#039;have&#039;&#039; to take her and Trsitan Wren in this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jetpack Rockets&#039;&#039; (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. Clan Wren, however, only gets 3 shots off. Best used when Tristan Wren is in range to use him weapon, to benefit from the pierce one and suppressive keywords.&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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don&#039;t want to be stuck with a single action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good.&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. You won&#039;t want Clan Wren on standby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended, because you won&#039;t want Clan Wren in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Like with normal Mandalorians, Clan Wren will want to stay on the move. This is almost literally free aim tokens, just waiting for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. &#039;&#039;Again.&#039;&#039; Mandalorian durability made better? Yes!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders, unless it&#039;s a character issuing an order to himself. Clan wren won&#039;t want to be this close, generally, but can hold their own. Not recommended, but not useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. You&#039;ll probably want to keep the order, if it was given to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Clan Wren should be near Sabine all the time, so orders won&#039;t usually be a problem. Mild pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Very meh, because you&#039;ll be running them with Sabine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Clan Wren doesn&#039;t want to do a Leia impression. Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Could be useful, but Clan Wren will already end up costing a good bit. Maybe a bit much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This isn&#039;t necessary, considering they have Jump 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;This isn&#039;t necessary, considering they have Jump 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn&#039;t recommend, even with the free aim token from Sabine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Clan Wren also has Jump 2, so this isn&#039;t too useful. It may see some niche use, but is overall not worth it. &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; (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die and critical surge. This isn&#039;t bad, but your shooting also kind of makes this unnecessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn&#039;t too useful considering the tools you have access to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action 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 the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it. This includes enemy troops. Not overly good or bad. This can easily boost an already very durable unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons, as well!&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;
Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. Clan Wren comes with 2 health, 2 courage, and surge to hit/defend, each. . This means they have a native 3+ save, with &#039;&#039;&#039;Impervious&#039;&#039;&#039;, as well (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). &#039;&#039;&#039;Nimble&#039;&#039;&#039; means they can recycle dodge tokens, to top it all off! Clan Wren is so absurdly tough, you will likely see them panic off the table more often than seeing them wiped out&lt;br /&gt;
&lt;br /&gt;
Clan Wren specifically must take both Tristan and Ursa Wren, along with the normal mook, much like a Commando strike team. The mook has the same weapon profiles as a normal Mando, which is 2 black dice at range 1-2, with a black and white die in melee. They&#039;re also speed 3 with &#039;&#039;&#039;Jump 2&#039;&#039;&#039;, making them a terrifying mobile threat. Jetpack rockets are also just a nice addition that can cause decent damage to units at range, especially once Tristan gets into range for his juicy keyword. Clan Wren will often want to be near Sabine Wren, due to their &#039;&#039;&#039;Retinue: Sabine Wren&#039;&#039;&#039; keyword. This means that, so long as they&#039;re within range 1-2 of Sabine, they can gain either a dodge or aim token. This can be very handy for, say, Tristan&#039;s keywords. This is a must have staple if you are taking Sabine Wren.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Support&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles and Beasts&lt;br /&gt;
&lt;br /&gt;
====1.4 FD Laser Cannon Team==== &lt;br /&gt;
(70 pts.)&lt;br /&gt;
The big dish-shaped laser cannon from the Rebel base on Hoth during &#039;&#039;The Empire Strikes Back&#039;&#039;. At least they get good television!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This...This unit can&#039;t move. Who thought putting a Jammer on a turret was a good idea?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a terrible choice, it ensures you can get an order token on this when you most want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Though your immobile nature means that you are more likely to be out paced by your leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (3 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;. Makes the gun a little more useful for shooting at infantry. The two white dice is nice for the greater attack potential, and suppressive is great. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (3 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;. Takes a gun that&#039;s good against tanks and makes it even better. 6 black dice with Impact 3 is nothing to sneeze at.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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&#039;s an immobile heavy cannon that specializes at blasting apart enemy tanks, but is still capable of destroying enemy infantry as well. It&#039;s only got 6 wounds and white defense dice with surge for defensive properties, so it&#039;s certainly not invincible. It also has only Courage 2, and if it panics, rather than fleeing (since it&#039;s stationary) it simply does nothing for its activation. So if it starts taking fire, make sure you have a way of keeping it firing. It has range 5, though, so take advantage of this to do heavy damage to enemy armor or high value troops before they are in range to shoot back. The FD turret has 5 black dice native, with surge to hit and &#039;&#039;&#039;impact 2&#039;&#039;&#039;, meaning they can threaten most units. This rolls an average of 3 hits per shot and 2 against armor, while being outside the range of everything but snipers. It has a hard time pushing through cover on its own but it can still reliably suppress targets. It also has a 4 white dice secondary weapon, but its basically useless, as pivot firing is a better emergency option. &#039;&#039;&#039;Sentinel&#039;&#039;&#039; grants improved standby range, which is situational but nice to have.&lt;br /&gt;
&lt;br /&gt;
The barrage generator is a better choice against infantry, because &#039;&#039;&#039;suppressive&#039;&#039;&#039; is pretty powerful and hard to come by in the rebel army and 2 white adds 0.75 damage. The Overcharged generator is more situational but will allow you to whack armor. It only adds an additional 0.625 damage, but &#039;&#039;&#039;impact 3&#039;&#039;&#039; hurts.&lt;br /&gt;
&lt;br /&gt;
They are also emplacement troopers, so they benefit from the coordinate ability of Rebel Veterans. For 70 points you get a great side-grade to the AT-RT that can have some major synergy with one of your troop choices! &#039;&#039;&#039;Stationary&#039;&#039;&#039; makes them much more situational than the AT-RT or taun-taun, so if you are taking more than one you will need a point bid to choose good objectives to maximize their area denial capabilities. If you can get an objective within its range, they can deny it to the enemy and just cause suppression and scratch damage if they dare stand in its arc.&lt;br /&gt;
&lt;br /&gt;
It should be noted that during the Rapid Reinforcements condition card, the FD turret can be infiltrated. Generally, this may not be the best choice. It can be funny, though! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[All_Terrain_Soup|AT-RT]]==== &lt;br /&gt;
(55 pts.)&lt;br /&gt;
Ironstriders, basically. &lt;br /&gt;
&lt;br /&gt;
These are your standard heavy cavalry, and nothing says janky rebel underdogs than using 20 year old clone war surplus to fight for freedom. It&#039;s been one of the most balanced units in the game, as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Laser Cannon&#039;&#039; (10 pts.) - range 2-4 firing one red and two black with Fixed: Front and Impact 3. A pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought armor, this should do a decent job of plugging holes in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Rotary Blaster&#039;&#039; (20 pts.) - range 1-3 firing five black dice and with Fixed: Front. A great anti-infantry weapon. With the built-in critical surge of the AT-RT, it can be quite mean against armor, too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Flame Thrower&#039;&#039; (20 pts.) - range 1 firing two black with Fixed: Front, Blast (ignore cover), and Spray (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not that great if you plan to take the Rotary Blaster or Laser Cannon. Could be useful to screw with Confederacy B1 droids daisy chaining orders while you&#039;re roasting them with the flame thrower, 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  A solid choice to ensure it gets an order even though the Command card you&#039;re using is troopers only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. If you want an AT-RT to get an order, your commander is probably in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gives you a free Aim token when the unit is issued an order. Aim tokens are always nice to have, especially with the gobs of black dice this walker can throw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is a strange little gun platform. It&#039;s got three guns to choose from and they&#039;re all pretty good at doing what they do. Roasting enemies, blasting tanks, or chewing infantry, for 75 points (assuming no Comms upgrade is taken). It&#039;s pretty good in melee too, throwing three red dice as it rakes people with its foot claws. It&#039;s actually pretty sturdy as well, is has &#039;&#039;&#039;Armor&#039;&#039;&#039; and 6 wounds, but the 6+ save (white dice without surge) on defense isn&#039;t very impressive. Even so, anything other than impact weapons has only a 1/8 chance to hit. It can climb terrain without penalty, so use that to your advantage, and use terrain to block incoming fire.&lt;br /&gt;
&lt;br /&gt;
So basically pick a role for it! Long range anti-tank platform, medium range anti-infantry or light vehicle mulcher, or brutal short range anti-infantry shredder. Upgrade it with the appropriate hard point, and send it out to do just that. It should be noted that the guy piloting the AT-RT has a rifle, with 2 white dice at range 1-3. You should rarely, if ever, be using this weapon, though, unless you&#039;ve taken the Flamer hardpoint. &lt;br /&gt;
&lt;br /&gt;
Taking naked AT-RTs is actually a viable strategy, considering they&#039;re a durable platform with 3 red dice in melee. Laugh, as one back kicks General Grievous to death! Also keep in mind, in general, that AT-RTs give cover to trooper units behind them. &lt;br /&gt;
&lt;br /&gt;
They are generally good to have and are cheap enough to not hinder list building. The laser cannon also took a massive point cut to just 10pts, so you can take it as a budget option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tauntaun Riders==== &lt;br /&gt;
(95 pts.)&lt;br /&gt;
Cold weather, fast attack. Where RTs are your heavy cavalry, these are your light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful, along with Agile, in helping keep your Tauntauns alive as they charge forward. However, keep in mind that they do only have courage 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also potentially useful as they only have Courage 2 and you want to keep them moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are generally nice, and fits the aggressive playstyle that Tauntauns encourage. &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. Not a good option, as they guys want to be moving and attacking, not standing still. Plus their guns are only range 2. Hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Very attractive option, as Tauntauns have amazing melee capabilities. Highly recommended, unless other upgrades appeal to you more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Tauntauns with what are effectively free aim tokens? Sounds amazing, but isn&#039;t. You&#039;re attacks are consistent enough, as is, and other upgrades are better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is how you make Tauntauns even more annoying to deal with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Tauntauns are an extremely aggressive unit, so this is a really nice addition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Tauntauns want any orders you give them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Ensures at least once per battle you&#039;ll get these guys an order when you need them to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Not bad, but not great.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are a surprisingly hard hitting assault unit. They move shockingly fast, with movement 3. They have Reposition, which allows them to make a free pivot action after moving, and Relentless, which allows them to make a free attack action after moving. This ensures that they will be a constant, aptly relentless, threat on the board. They carry pistols that fire a respectable 2 red dice per model at range 1-2 with Sharpshooter 1 to ignore cover by 1 degree, and then in melee they swing for 2 black and a white each. Additionally, each model has &amp;quot;Ram 1&amp;quot;, which allows you to automatically turn one die per model, to a critical hit as long as one of the moves you made that turn went for the full distance. Those white dice that almost always miss suddenly become rather useful! If all that weren&#039;t enough, every time the unit makes a standard move, it gets a dodge token thanks to Agile.  These guys are rather durable for a Rebel unit, but they&#039;re certainly not invincible either; They have 4 wounds per model with, like most Rebel units, only have a 5+ save on defense (white dice with surge).&lt;br /&gt;
&lt;br /&gt;
Use these guys as a fast moving battering ram, collecting up Dodge tokens to protect them and then bulldoze into an enemy you want dead. Lather, rinse, repeat. Their shooting is also decent for what it is. If melee isn&#039;t an option, for whatever reason, they&#039;ll still be able to do a good bit of damage.&lt;br /&gt;
&lt;br /&gt;
The 1.6 version of the rules have altered the Creature Trooper rules slightly so that they can no longer climb/clamber, nor can they do the hit and run attack that made them so nasty.  The pre-1.6 version of the rules allowed Creature Troopers (like Tauntauns) to disengage from combat without having to make a withdraw action- they could simply walk away and attack somewhere else.  The post-1.6 version of the rules toned them down, so that they now make a withdraw move to leave combat like everyone else, but they&#039;re still allowed to take free actions or use abilities.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy&#039;&#039;&#039;===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The other big units to build the rest of the your army around.&lt;br /&gt;
&lt;br /&gt;
====T-47 Air Speeder==== &lt;br /&gt;
(130 pts.)&lt;br /&gt;
A modified civilian vehicle that provides close air support for the Rebellion. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Ryder Azadi&#039;&#039; (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you&#039;ll need to do a Recover action to use it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outer Rim Speeder Jockey&#039;&#039; (10 pts.) - Gain &#039;&#039;&#039;Cover 1&#039;&#039;&#039; - The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack &#039;&#039;before&#039;&#039; Impact. If your opponent is crit fishing for their anti-armor needs they will be forced to rely solely on natural critical hits, which ignore cover and dodge tokens. Meaning that if there aren&#039;t a lot of heavy weapons this pilot can be overkill. Generally good, but 10 points can be a lot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wedge Antilles&#039;&#039; (1 pts.) - Unique. Exhaust to  pivot once. Like Ryder Azadi, gives you extra maneuverability at the cost of having to exhaust him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mo/Dk Power Harpoon&#039;&#039; (0 pts.) - range 1-2, 1 red die with Impact 1 and Fixed: Rear. It also has the &amp;quot;Tow Cable&amp;quot; rule: If it successfully wounds a vehicle, you can cause that vehicle to execute a Pivot move. The short range is off-putting but you&#039;re practically guaranteed to hit that vehicle when you are in range, and the pivot forces the tank to waste a move action to face the direction it wants. It is also free so the first time it kills anything even a battle droid it will earn it&#039;s points back. Light vehicles are the most vulnerable to it. Scout Bikes and unshielded Destroyers Droids are choice targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ax-108 Ground Buzzer&#039;&#039; (10 pts.) - range 1-2, 4 black dice with Fixed: Rear. A pretty good shooting attack that lets you fire backwards as the speeder zips around. A bit costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Your fast speeder may not always be close enough to utilize this. With your immunity to just about anything that could hurt you at this range, though, this can be situationally useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Not a bad choice, as it ensures you&#039;ll get an order token on this at least once when you really want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, but can be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Can&#039;t go wrong with Aim tokens. Especially with the T-47&#039;s 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;
The T-47 gives your troops the close air support they need to push forward and cap objectives. Its main gun is range 1-3, 3 red 3 black and &#039;&#039;&#039;Impact 3&#039;&#039;&#039;. It&#039;s actually &amp;lt;s&amp;gt;slightly&amp;lt;/s&amp;gt; better than the main gun on an AT-ST, landing 1.5 more hits (Thanks surge:crit), and will deal solid damage to enemy armor.  It&#039;s fast with movement 3 and Speeder 2, guaranteeing that it will always get at least one move. The T-47 is also fairly durable thanks to its 7 wounds, &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;Armor&#039;&#039;&#039;, and immunity to blast, melee weapons, and range 1 weapons.&lt;br /&gt;
&lt;br /&gt;
It&#039;s best to do hit and run attacks with this unit. Strafing attacks, like real air support, can cause massive damage to the enemies lines. Wedge especially, with his free pivot, helps a ton in this regard. For all of it&#039;s durability, the T-47 will often die fast through focus fire and crit fishing. Be careful where you end it&#039;s movement. Cover and Armor make it resillient to high impact anti-tank weapons, but very vulenrable to massive dice pools fishing for crits.&lt;br /&gt;
&lt;br /&gt;
A double Airspeeder list is possible, given the November 2020 points drop from 140 to 130. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====X-34 Land Speeder==== &lt;br /&gt;
(60 pts.)&lt;br /&gt;
The Toyota truck of Star Wars. Gun, duct tape; Boom. Light assault vehicle. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Ryder Azadi&#039;&#039; (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you&#039;ll need to do a Recover action to use it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outer Rim Speeder Jockey&#039;&#039; (10 pts.) - Gain &#039;&#039;&#039;Cover 1&#039;&#039;&#039;. The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack &#039;&#039;before&#039;&#039; Impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wedge Antilles&#039;&#039; (1 pts.) - Unique. Exhaust to gain make a free pivot. Like Ryder Azadi, he gives you extra maneuverability at the cost of having to exhaust him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Rifle Gunner&#039;&#039; (9 pts.) - Just 2 white dice out to range 3, essentially doubling the &amp;quot;firepower&amp;quot; of the basic unit. Not great but it&#039;s more dice being tossed, and the X-34 does have offensive surge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RPS-6 Rocket Gunner&#039;&#039; (31 pts.) - adds a missile launcher with range 2-4, throwing one white, black, and red die with &#039;&#039;&#039;Impact 2.&#039;&#039;&#039;  It&#039;s a little pricey but unlike most other missile launchers, doesn&#039;t exhaust to attack. Even if you&#039;re not facing a tank, red and black dice are very welcome, as this vehicle tends to throw a lot of white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mark II Medium Blaster&#039;&#039; (26 pts.) - throws four black dice at range 1-3, with Fixed: Front. It adds some good firepower to a unit that lacks it. Combine with the RPS-6 and the landspeeder may pose a decent threat to enemy armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;M-45 Ion Blaster&#039;&#039; (31 pts.) - exhausts to fire, but throws 1 black and 4 white dice at range 1-4 with Fixed: Front, Impact 1, and Ion 1. Not a bad choice if you know you&#039;re facing enemy tanks or battle droids, but exhausting to fire means you&#039;ll have to use Recover actions to fire it again.  Take it with the RPS-6 if you &#039;&#039;really&#039;&#039; want to put some hurt on your opponent&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders  You generally don&#039;t really want this close enough to enemies to actually use this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Not a bad choice, ensures you&#039;ll get an order token on this unit at least once when you really want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token).  Aim tokens are always helpful, especially with the amount of dice this thing tends to throw.&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;
The X-34 is basically a medium range gun platform, and can be especially nasty if used in an anti-tank role. Have it zip around the enemy and unload the pain, since Arsenal 3 means it can fire all of its guns (except the driver&#039;s pistol). Six wounds, Armor 2 and Cover give it some resilience, although like almost all Rebel units, it&#039;s only tossing white dice with surge on defense, so it&#039;s not invincible either. It can even transport a character, but if the vehicle suffers any wounds, the character will automatically suffer one too without being able to defend. A lot of your characters will actually become &#039;&#039;less&#039;&#039; durable in this thing.&lt;br /&gt;
&lt;br /&gt;
Treat it like the Airspeeder, but...on the ground!&lt;br /&gt;
&lt;br /&gt;
The Landspeeder can be useful to transport a certain blue astromech, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unit Upgrade Boxes&#039;&#039;&#039;===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots, and are detailed in their respective entries. &lt;br /&gt;
&lt;br /&gt;
=====Rebel Specialists Personnel=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Rebel Officer&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;R5 &amp;quot;Astromech&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Rebel Coms Tech &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;2-1B Medical Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Rebel Troopers Upgrades=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel and Heavy Weapon Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Ishi Tib Rebel Trooper Captain&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Gran Rebel Trooper Specialist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Ithorian SX-21 Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Theelin DLT-20A Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Released==&lt;br /&gt;
&lt;br /&gt;
* Commander, Lando Calrissian.&lt;br /&gt;
* Portable Scanners&lt;br /&gt;
* A-A5 Speeder Truck (possible)&lt;br /&gt;
&lt;br /&gt;
==Tactics &amp;amp; Build Help==&lt;br /&gt;
* Some cards have been changed via Errata, so here is a link to it: https://images-cdn.fantasyflightgames.com/filer_public/d6/15/d615052c-f568-4bdc-9cf7-316727c3e251/swl_rules_reference_20-compressed.pdf&lt;br /&gt;
* All of your commanders and operatives are good, so go nuts with the hero hammer lists!&lt;br /&gt;
* Taking Luke and Leia, the wonder twins, for their immense synergy is advisable. Luke is fast and hits hard, but is the center of attention, while Leia can hand him dodge tokens to trigger deflect and is better at babysitting the troops. &lt;br /&gt;
** Leia generally makes a great support/back-up commander, regardless. Generally, if you need a commander, while also having the slot and points to spare, she&#039;s a great addition. If 40 points makes a massive difference for your list, the generic commander is a great budget option.&lt;br /&gt;
* All of your support options are good, and can fit most roles. Use FD Turrets in defensive lists and Tauntauns in aggressive lists. AT-RTs are a great middle-ground between the two, if more flexibility is needed.&lt;br /&gt;
* Rebel DLTs are very competitive right now, outside of completely naked troopers, but the Z-6 can give some wild rolls, occasionally. &lt;br /&gt;
* Rebels have access to a surprising amount of threat saturation. Sabine and Mandalorians, Tauntauns, AT-RTs (especially the Flamer variants), Fleet Troopers. The list goes on. Rebels can easily create control lists with these units and dominate what your opponent does. Combine this with a commander like Han, who further messes with your opponent, and you&#039;ll have an annoying list to deal with.&lt;br /&gt;
* Let us not forget about the danger sense crew of Jyn, Cassian, and Pathfinders. Imperial suppression getting you down? Not anymore, with all that suppression control and benefits! Combined with K2SO&#039;s and C3PO&#039;s calculate odds, you will have a strong combination of units.&lt;br /&gt;
*With the November 2020 RRG, Airspeeders got a massive boost. Taking two for 260 points, before upgrades, is a completely viable tactic, now! &lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&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>2601:188:4101:3060:281D:CB0E:1E79:6E4</name></author>
	</entry>
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