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		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451925</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
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		<updated>2020-10-27T16:09:34Z</updated>

		<summary type="html">&lt;p&gt;2620:9:6000:547E:346E:164:8F69:4957: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the &amp;lt;s&amp;gt;best&amp;lt;/s&amp;gt; coolest looking vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game (for the moment- wait until the Republic starts getting more Jedi...) with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of your army; they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action after he moves, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &amp;lt;s&amp;gt;&#039;&#039;Saber Throw&#039;&#039;&amp;lt;/s&amp;gt; double moving towards the enemy (Saber Throw is also an attack action). &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. It&#039;s situationally useful- for example, if you&#039;re worried about not being able to issue an order to a certain unit when you absolutely need it, or you know you&#039;re using the deployment scenario like Disarray that can result in part of your army being distant from the rest, but HQ Uplink or Long Range Comms aren&#039;t available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  If you&#039;re a big fan of surge tokens, go for it.  Otherwise, there&#039;s probably better Force powers to take.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust as a free action to choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Very useful as it can be used to push an enemy&#039;s face closer to Vader&#039;s lightsaber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust as a free action to gain a Dodge token.  This is practically an auto-include for any Sith or Jedi because of Deflect, and Vader is no exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get.  Thanks to Relentless, Vader can make a double move and then still whip 3 red dice of Impact 3 and Pierce 3 pain at someone.  It&#039;s difficult to pass up this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s ok.  If you don&#039;t take Saber Throw (let&#039;s be honest, why aren&#039;t you taking Saber Throw?), it&#039;s of extremely limited usefulness thanks to Vader&#039;s slow speed.  Additionally, Aim tokens aren&#039;t as valuable to Vader since he&#039;s always throwing red dice, which already have a very high probability of hitting (each red die has a 75% chance of either a hit or a critical- if you&#039;ve got surge tokens, that jumps to 88%).  If you do take this, don&#039;t forget that when you suffer a wound for Implacable, it also triggers the effect.&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 works well with other suppression effects like Master of Evil, Palpatine&#039;s lightning, mortars, etc.  But if you&#039;re not looking to play the suppression game, it&#039;s not all that useful except as a mild nuisance.&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 that lone trooper who&#039;s irritating you, or to pick off a wounded Wookiee Warrior before they charge your lines.  Just don&#039;t expect a lot out of it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
The man who gets shot more times on screen more times than anyone else, who 1v1s X-Wings better than [[All_Terrain_Soup|an armored walker]], and this is HIS ACHIEVEMENT NOT YOURS; Director Krennic brings a couple of different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Krennic&#039;s command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatine/Veers, and more in applying a tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets friendly troopers near him perform a free move action if they are still suppressed but not panicked after their rally step- but they have to gain another suppression token to do so. Basically, if Krennic drops his &amp;quot;Annihilation Looms&amp;quot; Command Card (see below) later in the game, Compel will let you partially get around losing an action due to being Suppressed (&amp;quot;partially&amp;quot; because you get two actions but the first will be a move).  Otherwise, unless you&#039;re fighting an enemy who goes for maximum suppression (like a Dooku-oriented Droid army, for example), it&#039;s pretty situational as you still have to deal with Panic- although having Commander Vader or even Palpatine around can help mitigate that.&lt;br /&gt;
&lt;br /&gt;
He also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039;- when you reveal one of Krennic&#039;s own three Command Cards (see below), if there would be a tie on the pips, he automatically breaks it in his favor.  It&#039;s nice but nothing earth shattering.  And if you&#039;re facing someone else who has it, such as Dooku, the effects cancel each other out.  Per the movie &#039;&#039;Rogue One&#039;&#039;, he&#039;s usually accompanied by his fearsome Death Troopers, therefore, he has the Entourage rule with them- this allows him to field one unit without having to factor their Special Forces rank, and he can always issue an order to one unit of them per turn as long as it&#039;s within range 2 or less.&lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with surge to critical, pierce, and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.  Krennic&#039;s one big failing is his fragility in an army that tends to not be very fragile.  He has 6 wounds, rolling white dice with surge on defense- he&#039;s got the same defense as the Rebel scum he is trying to kill.  He&#039;s also only got Courage 2, so be wary of getting too much suppression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  If you really want Surge tokens, it can be useful, especially on defense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts. dropped to 5 pts. by rules errata) - 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 more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.  With the lower points due to the errata, it&#039;s actually not bad.  It allows your troops to move away from Krennic a little bit and still be in range for his commands.  Also note that this increases the range of Entourage as well, meaning Krennic doesn&#039;t have to be near the action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - troopers with a face up order token can choose to remove one Suppression token instead of rolling dice during their Rally step.  It&#039;s ok.  The trick is getting the face up order tokens so you can maximize the effect; but Krennic&#039;s Command Cards don&#039;t offer a lot in that regard, although Entourage helps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Veers or the Officer can do it better, but it does give him something to do when he&#039;s not near the action.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of &#039;&#039;Rogue One&#039;&#039;, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Every trooper unit on the table immediately gets a Suppression token, and double it if it&#039;s turn 5 or 6.  This is where Krennic&#039;s &amp;quot;Compel&amp;quot; ability comes in handy, or the Commander Vader.  Good for a last minute middle finger to try to cause enemy units to panic late in the game.  Just be wary that it affects your doods too, and have a contingency plan.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Trooper units] - Two friendly trooper units with face up order tokens (read: Not necessarily the ones given an order by this Command Card...) can take a free Standby action at the start of the Activation phase.  This one seems underwhelming at first glance but it&#039;s actually rather clever.  It essentially lets two trooper units do a free move or attack before they actually take their activation.  Two caveats, however:  1.  Your unit loses its standby token if it subsequently gains a suppression token, and 2. the unit will also lose token if it performs any action.  So make sure you give out those Standby tokens wisely, and use them &#039;&#039;before&#039;&#039; the two units activate.  This Command is especially good with Death Troopers and their &amp;quot;Ready 1&amp;quot; ability....&lt;br /&gt;
 &lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card.  You can look at them at any time.  When you would draw an order token from the pool, you may instead choose one from this card.  It&#039;s essentially giving you 4 tokens for the price of 1 (although other than Krennic himself you can&#039;t benefit from abilities that affect face up order tokens like Aggressive Tactics or Strict Orders... but still).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Krennic is not a typical fighting commander, and not as straight forward suppoort to use as Veers with his aim tokens. His biggest asset is that he can control your own activation&#039;s as well as limit your opponent&#039;s. He&#039;s best while he stays at the back issuing orders to death trooper unit and joining the fray when both forces are worn out, since he will be less likely too get shot by huge attack pools. Its important to use his compel ability since at the cost of one extra suppression your units are guaranteed 2 actions when suppressed (but the move still must be the first one) which can be crucial in order to grab that one objective that you desperately need in order to win. His entourage also allows you to start shore trooper chain in every turn if death troopers are alive and in range (via comms relay on DT&#039;s) but it requires proper positioning &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade.  He moves just as slowly as Vader but lacks Vader&#039;s Relentless.  Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He&#039;s got Entourage with his crimson-robed Royal Guards, meaning you can field one unit of them without factoring their Special Forces rank (so you can take 4 Spec Forces units; 5 if you take Krennic and a unit of Deathtroopers...) and he can issue a free order to one Guard unit per turn as long as they&#039;re within 1-2 of him.  Don&#039;t let his withered appearance fool you either, he&#039;s still the Sith Master- not only does he have Master of the Force 2 to automatically ready his Force powers after using them, but he can shoot lightning as a ranged attack or in melee. The Lightning&#039;s got the same dice as the AT-ST&#039;s main gun but with surge to critical, Pierce 2 and suppressive- but half the range.  He&#039;s not as tough as Vader with only 5 wounds and 4 courage, but he does roll red defense dice with surge and immunity to Pierce, so he can be a tough nut to crack.&lt;br /&gt;
&lt;br /&gt;
Of special note, he&#039;s got a unique special ability called &#039;&#039;&#039;Pulling the Strings&#039;&#039;&#039;.  Palpatine spends an action to give a free move or attack action to a trooper unit within range 1-2 of him.  Sounds like nothing super special, right?  Sure, you can use it to have your Stormtroopers or, even better, Death Troopers, take a free fire action and fire twice in the same turn.  But remember, the Empire has access to multiple units that have &#039;&#039;Steady&#039;&#039;, &#039;&#039;Relentless&#039;&#039;, or &#039;&#039;Charge&#039;&#039;- and those still trigger after the free move granted by &#039;&#039;Strings&#039;&#039;.  Additionally, none of the actions in question count against the normal actions taken during the unit&#039;s actual activation.  Imagine Vader using a free move to get into melee and then attack with &#039;&#039;Charge&#039;&#039;... then using his normal activation to fight... then using his &amp;quot;Implacable&amp;quot; Command to fight again.  IN ONE TURN.  That&#039;s an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same as with Vader, it&#039;s of very limited usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  As with Vader, only useful if you really like surge tokens and want to guarantee having some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust as a free action to cause an enemy trooper unit at distance-1 to make a speed-1 move. Pretty useful for moving around enemies and ensuring you can fry them (or Vader can chop them, or troopers can shoot them, etc), but the short range hurts a bit, especially for slow-moving emperors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust as a free action to gain a Dodge token.  Dodge tokens are always nice but since Palpatine doesn&#039;t have Deflect or Block, it&#039;s not quite as auto-include as it would be for someone who does have either of those.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  You can skip this one because Palpatine&#039;s melee attack is also a ranged attack with full strength either way.  &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.  Much more useful to Palpy than it is for Vader, especially when Palpy uses &amp;quot;And Now... You Will Die&amp;quot;.  Practically an auto-include for him.&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.  Works well with other suppressive effects, like Palpatine&#039;s lightning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Where it&#039;ll be really useful is when using the &amp;quot;An Entire Legion&amp;quot; card.  But otherwise, it&#039;s not that useful for Palpatine since he already has surge on offense and defense, and his other two Commands only target himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, it&#039;s situational. Where it is potentially (but still not very) useful is in conjunction with the &#039;&#039;Entourage&#039;&#039; rule, as command range boosters can affect it- and Palpatine&#039;s a bit slower moving than his Royal Guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Stacks with the Guardian 2 that the Royal Guards come with, which will help keep Palpatine alive as he closes in for some fun with electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Once per turn, draw 2, pick 1 token from your order pool.  Might be useful when Palpatine drops either of the two Commands that only issue to himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit (with a faceup order token) can remove one suppression when they activate, rather than leaving it to chance.  Meh.  Palpatine&#039;s got a rather high Courage value (the highest in the Empire, not counting Vader&#039;s fearlessness), and two of his three Commands only target himself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.  Bear in mind that it&#039;s worded &amp;quot;each &#039;&#039;eligible&#039;&#039; unit&amp;quot;- so they are still required to be within range 3 of Palpy to be issued the order.  It generally shouldn&#039;t be much of an issue due to the small-ish table size, but still, it&#039;s worth noting.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.  Yikes!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack each time, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities, and not counting his normal two actions)?  You may want to keep a medical droid or two nearby...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
*Useful in an infantry-heavy army led by Veers. Most units in the Imperial army already have offensive surges, and therefore a command upgrade that gives them a different type of surge is can be useful. It provides Imperial forces with the defensive surges that they dream of (granted, only one per unit), to give them true power armor, and it gives out up to 4 tokens for the price of ten points, every turn, as long as the Commander with this upgrade is the chosen Commander for the turn (that is, if Vader issues the order for the turn, Veers can&#039;t use this). If you do take this, be sure to also have methods of increasing your face up order tokens to maximize the benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. &lt;br /&gt;
&lt;br /&gt;
*Very situational.  Generally not all that useful since the table size is pretty small, and you&#039;re already using range-3 for your command radius.  But if you went with a bunch of Speeder bikes and really want to ensure you can issue orders to them, this will help (although putting Long Range Commlink on the bikes is probably smarter).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
*Veers is not really a front line commander.  His defense is solid, but his attacks are fairly weak, and his best utility is boosting morale, dishing out Aim tokens to other units, and throwing down some solid Command Cards.  If for some reason you&#039;re really worried about him taking damage, this can help mitigate the potential loss of him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
*To get the most out of Veers, you want to ensure you have ways of getting face up order tokens as much as possible (especially if you&#039;re trying to use Strict Orders or Aggressive Tactics).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
* If you didn&#039;t bring either Palpatine or Commander Vader (who are good at preventing Panic in your troops), it&#039;s a decent choice.  Just be sure to have a way to get the face up order tokens where you need them when you need them.  Note that Veers doesn&#039;t need to be the active commander in the turn to trigger this- it simply has to be in your army for the army to always potentially benefit, so it can be used when Palpatine drops his &amp;quot;An Entire Legion&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain Spotter 1, which stacks with Veers&#039;s existing Spotter 2 to give him Spotter 3.  Not a horrible choice allowing you to spread around the Aim token goodness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot, (or command) one more time.  Veers isn&#039;t a very good combat unit; ideally, he shouldn&#039;t be taking a lot of heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re worried about difficult terrain for some reason, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you&#039;re worried about safely climbing stuff for some reason, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Veers is more a &amp;quot;lead from behind&amp;quot; sort of commander, so you probably don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 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 worth it, considering Veers only chucks white dice (very low chance to hit) and the points for this are better spent elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Seems pretty underwhelming at first glance.  However, Recover does a bunch of things: first, it allows you to remove any number of suppression tokens you wish from the unit.  Then it also allows you to ready any exhausted cards, like HQ Uplinks, your Stormtroopers&#039; missile launchers, Vader&#039;s Force powers (any that his &#039;&#039;Master of the Force&#039;&#039; wasn&#039;t able to ready), General Weiss on your AT-ST, etc.  Lastly, it lets you flip a Config upgrade on units like the Death Troopers, saving you an action if you need them to switch things up. Also note that it doesn&#039;t specify that the units have to be issued an order by Veers- orders granted by, for example, &#039;&#039;Entourage&#039;&#039; or HQ Uplink would also qualify.  This Command is actually pretty versatile.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.  Try not to think about how an Occupier can dodge...&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (the target cannot do &#039;&#039;Deflect&#039;s&#039;&#039; special damage to you, but can still use Dodge tokens to trigger surge).&lt;br /&gt;
&lt;br /&gt;
It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.  Extreme long range and generally small table size means you probably want to do this one early in 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;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  If you like surge tokens, and plan to lean heavily on the Officer issuing orders, then by all means.  Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;&#039;Guardian 1.&#039;&#039;&#039; This will help keep your Officer alive longer, just be sure to keep a cheap-ish unit nearby to absorb those wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.  Note that there is no requirement for the character with this upgrade to be the active commander for it to trigger... so taking it on the Officer frees up a Command upgrade slot on your other Commander (if you take one).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  The officer already has this built in, so it stacks to give you &#039;&#039;&#039;Spotter 2&#039;&#039;&#039;.  Definitely worth considering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.  But since the Officer works best as a support from behind the lines type of character...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token, another friendly unit at Range 1-2 may gain an Aim Token. Stacks beautifully with the &#039;&#039;Spotter&#039;&#039; rule or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle that unit&#039;s Order Token back in to their pool. &amp;lt;s&amp;gt;YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it all over again?&amp;lt;/s&amp;gt; The context around the card and the way it is worded means that you shuffle the target&#039;s order token back in not your units. Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Iden Versio====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Currently on Pre-Order&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main character from the story mode on EA&#039;s &#039;&#039;Battlefront 2&#039;&#039; video game.  She&#039;s a highly trained operative and sniper. In the story of BF2, she eventually becomes disillusioned with the Empire after the Battle of Endor and joins the Rebellion/New Republic, and hijinks ensue but that&#039;s beyond the scope of Legion.  For now.&lt;br /&gt;
&lt;br /&gt;
To start, she&#039;s 100 points base, with 6 wounds, 3 courage and red defense dice (no surge).  She comes with the same blaster as General Veers (3 white at range 1-3 with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;), and punches for 2 red; she has offensive surge to boot.  Her &#039;&#039;&#039;Marksman&#039;&#039;&#039; rule allows you to spend an Aim token to simply change a die- a blank becomes a hit, or a hit becomes a crit (and you can use two Aims to turn a blank into a crit).  She can be upgraded to have a sniper rifle or a LMG- which are detailed in upgrades, below.&lt;br /&gt;
&lt;br /&gt;
She is loaded with special rules since she&#039;s a non-Force-using special forces agent.  To start, she has &#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; (spend an action to gain both a Dodge and an Aim token) and &#039;&#039;&#039;Nimble&#039;&#039;&#039; (she gains a Dodge token after spending one or more during an attack).  Although she&#039;s a Commander, her &#039;&#039;&#039;Covert Ops&#039;&#039;&#039; rule allows you to change her to an Operative during deployment, and when you do, she gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;, allowing you to deploy her anywhere on the table as long you she&#039;s outside of range 3 of all enemy units at the time she deploys (meaning if there&#039;s nobody on the board yet, she can deploy &#039;&#039;literally anywhere&#039;&#039;....).  If you don&#039;t field another Commander, you are required to promote a Corps or Spec Ops unit to be the acting commander (in much the same way as if all commanders had been killed- but Covert Ops specifies is must be Corps or Spec Ops).  She also has a &#039;&#039;&#039;Loadout&#039;&#039;&#039; rule- for every upgrade you give her, you can set aside a different upgrade with the same slot and equal or less points value... and when Iden deploys, you may swap out the upgrades.  Did you take Emergency Stims but decided you&#039;d rather have Electrobinoculars?  Swap &#039;em out!  Same goes for her weapons- does the TL-50 seem more useful against the droid horde than the sniper?  Swap &#039;em out!&lt;br /&gt;
&lt;br /&gt;
Lastly... She also comes with FOUR command cards.  One of them requires her to field her droid buddy ID10, so there&#039;s a second card for if you choose not to field it.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Iden&#039;s DLT-20A Sniper Rifle&#039;&#039; (15 pts.) - range 1 to infinity doing 2 black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;High Velocity&#039;&#039;&#039; (if it&#039;s the only weapon in the attack pool, the target can&#039;t spend Dodge tokens).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TL-50 Heavy Blaster&#039;&#039; (15 pts.) - Range 1-3, 2 red, 1 black, 2 white with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Training Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible, especially if you&#039;re going with a close-ranged assault version of her, using the TL-50.  The Sniper version probably won&#039;t be moving around a lot, so just make sure she&#039;s in heavy cover and you won&#039;t miss this upgrade.&lt;br /&gt;
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&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Having a way of getting rid of suppression tokens is a good thing.&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 useful for plugging enemy characters/tauntauns/wookiees/etc.&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 terrible choice for a sniper, although it does somewhat limit her since her sniper rifle has unlimited range.  Likely a more useful option when using the TL-50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Iden&#039;s good in melee- she throws 2 red dice per attack- so while this isn&#039;t a bad upgrade, melee isn&#039;t exactly where she&#039;s at her best.  But it&#039;s cheap and she does get two training upgrades.&lt;br /&gt;
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&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move).  Aim tokens are always nice, especially if you want to make heavy use of her &#039;&#039;Marksman&#039;&#039; keyword.&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  You don&#039;t really want this on her, she&#039;s a bad ass and should be using Quick Thinking and shooting, not trying to be Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  &lt;br /&gt;
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&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Cheap and helps get her where you need her.  Not a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Her sniper rifle only rolls two dice, as does her melee attack.  Her E-11 does throw three dice but they&#039;re white and do you really want to upgrade her based around that?  It could be useful with the TL-50, since that does throw a bunch of non-red dice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Iden&#039;s ID10 Seeker Droid (DIo)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For +15 points, Iden can be accompanied by her signature counterpart (it does have the &amp;quot;Counterpart&amp;quot; rule with her), a droid named ID10.  It effectively gives her an extra hit point, and can apparently attack in melee or at range 1 with an electric shock that does 3 white damage and Suppressive.  It also has Shielded 1 and Recharge 1 for an extra free block (and they&#039;ll get that back for free from Iden&#039;s &amp;quot;Concussive Blast&amp;quot; command...).  It also has the &amp;quot;Small&amp;quot; keyword, which allows you to ignore it when determining range, line of sight, cover, etc.  It&#039;s effectively not there and you only factor Iden herself.  Lastly, it has a Comms upgrade slot.&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;
(3 pip) &#039;&#039;Tactical Strike&#039;&#039; - [Iden Version and 3 Troopers] - when Iden or a Spec Forces unit with a faceup order activates, it may reduce its movement rate to one to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (free Aim token after moving) and &#039;&#039;&#039;Steady&#039;&#039;&#039; (may make a ranged attack action for free after moving).  Any of the Spec Forces units would really enjoy having this effect.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Concussive Blast&#039;&#039; - [Iden Versio] - Iden recovers when she activates, and gains a weapon that does 5 red(!) at range 1-2 with Blast, Suppressive, and Scatter.  It&#039;s a nice short ranged attack and gives a free recover as icing on the cake.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Incapacitate&#039;&#039; - [Iden Versio] - during Iden&#039;s activation, you may choose an enemy trooper unit at range 1 and within line of sight of her ID10 droid.  That unit gains 3 suppression, and if it&#039;s a Corps unit, you can also cause them to lose their activation by giving them a face down order token or flipping their token if they were issued an order.  Another decent short ranged effect to knock out a unit for a turn.  Note that this is the one that requires you to also field the ID10 droid.  &lt;br /&gt;
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(1 pip) &#039;&#039;Pulse Scan&#039;&#039; - [Iden Versio] - Iden gains &#039;&#039;&#039;Sharpshooter 2&#039;&#039;&#039; and an Aim token. At the end of her activation, she also gains both a Dodge and a Standby token.  For one turn she is a ridiculously good sniper, and can potentially even do a double-tap with her sniper rifle or TL-50.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Well, you probably want to use her as a sniper, since that&#039;s what she&#039;s best at.  Have her camp and shoot stuff.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; &amp;amp; his E-3 Carbine also putting out 2 black dice with &#039;&#039;&#039;Pierce 1.&#039;&#039;&#039; This coupled with &#039;&#039;&#039;Arsenal 2, Sharpshooter 2&#039;&#039;&#039; (allowing him to always fully ignore enemy cover),  Movement 3 and &#039;&#039;&#039;Jump 2&#039;&#039;&#039;... he can practically ignore obstacles and make enemy units paste. He also has the &#039;&#039;&#039;Impervious&#039;&#039;&#039; rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability called &amp;quot;&#039;&#039;&#039;Bounty&#039;&#039;&#039;&amp;quot; where he can select the enemy commander or operative and puts a victory token on it.  If Fett kills that unit, he gains the token and if he has it when the game ends while he has it, his side gets it added to their total. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh.  Not terrible but not great- his defense is already excellent, and he&#039;ll probably be attracting a lot of fire so you&#039;ll get that suppression the old fashioned way.&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 decent choice to keep Fett moving and firing, although he has Courage 3- but he&#039;ll probably attract a lot of fire too.&lt;br /&gt;
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&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Very useful for taking out that enemy character for Fett&#039;s Bounty rule.&lt;br /&gt;
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&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Fett ideally needs to be mobile, considering his mostly short ranged weapons.  Stopping to put him on Standby is not optimal.&lt;br /&gt;
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&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Fett&#039;s not bad in melee but his strength is his ranged attacks.  Still... his guns have short range and he might find himself in melee- a little boost couldn&#039;t hurt if you&#039;ve got a spare 4 pts to spend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move).  Aim tokens are always nice, especially when doing Fett&#039;s regular attacks (which are mostly black dice).&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Fett&#039;s an expensive combat monkey, you don&#039;t need him trying to be Veers.&lt;br /&gt;
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&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Fett&#039;s got Jump.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Fett&#039;s got Jump.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Fett wants to be close to the enemy so anything that helps with that is welcome.  And it&#039;s cheap!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Fett throws four &#039;&#039;&#039;Black&#039;&#039;&#039; dice as range 1-2 (Wrist rockets+E-3+&#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;), the odds of needing to reroll three of them are low  but you will be very gratful you can if you do need to.&lt;br /&gt;
&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;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.  Wanna put some holes in an enemy tank?  Here&#039;s how.  Combine with his EE-3 to give the attack Pierce too (unfortunately the Wrist Rocket is only range 2 and can&#039;t be fired alongside this).&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, does has 1 red die (and Spray multiplies that red die by the number of models in the target unit- fire at an 8 man B1 droid squad and he&#039;s throwing 8 red dice...).  Useful for making an enemy squad disappear, especially when you combine with his EE-3 to give the attack Pierce 1.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to, as a free action, give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.  Very useful for shutting down a melee oriented unit like a Jedi/Sith- especially when they just dropped a Command like &amp;quot;Implacable&amp;quot; or &amp;quot;Son of Skywalker&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You&#039;ve seen &#039;&#039;The Mandalorian&#039;&#039;, right?  Remember how the main character fights in that? Not the sniping, but when he&#039;s fighting the stormtroopers up close?  That&#039;s how you should use Fett.  Use the environment and your many weapons and tricks to fight on your terms, not your enemy&#039;s.&lt;br /&gt;
&lt;br /&gt;
While he&#039;s got a 3+ armor save and 5 wounds, he&#039;s &#039;&#039;not&#039;&#039; a tank, and he can&#039;t wade in and murder entire squads like a Sith Lord.  Make heavy use of his Jump 2 and movement 3 to put him right where you need him.  His normal attacks (wrist rocket and EE-3) can pretty reliably do 2-3 wounds per turn to troopers and 1-2 wounds to armored units.  He can take lots of upgrades but he doesn&#039;t really need them.  Hunter is useful if you intend to actually pursue his bounty (you don&#039;t have to, although it&#039;s generally a good idea), and Tenacity can be handy if you wind up in melee, but otherwise, field him naked and let him thrash targets of opportunity. His pricetag is a little high at 140 points base, but you&#039;re paying for his versatility, not sheer killing power.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have to use all three of his Command cards- so take the 1 or 2 that are most useful to you in the circumstance to maximize his utility.  Fighting a horde oriented army? Wipe out an entire squad using the flamethrower. The enemy brought a TX-130?  Use the Rocket.  Vader or Operative Luke are about to thrash your line using &#039;&#039;Implacable&#039;&#039; or &#039;&#039;Son of Skywalker&#039;&#039;?  Whipcord those bastards and let your line sort it out.  There&#039;s also no rule saying that you have to put the Bounty on the enemy&#039;s most powerful character- so if your opponent takes a fully decked out Operative Luke and the 50 pt Officer, don&#039;t feel bad about putting it on the Officer and then shredding him.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although once his Enrage kicks in, he won&#039;t be able to use it anymore as he will be unable to gain suppression tokens (unless he regenerates enough wounds to lose Enraged).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty&#039;&#039; (especially considering all those white dice his main gun throws...).&lt;br /&gt;
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&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  This stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain Tactical 1, which gives a free aim token after making a standard move.  Good for getting you an aim token in that one turn where you really need to move before firing, or if charging into melee combat.&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. The controlling player decides the order of &amp;quot;end of activation&amp;quot; effects, so you can choose to try to regenerate before suffering the wounds.  A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  The mortar gun has excellent range so if you&#039;re looking to snipe, you don&#039;t really need this.  But if you plan to rely heavily on his melee abilities or Dioxis Charge, then this is a good choice to help get you there slightly faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy- especially if you&#039;ve got Hunter or Offensive Push.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains an aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free move action. If you took Tenacity, you’ll be laughing all the way to the bank!  This command has some interesting potential.  You can use it to fire the mortar, suffer the wound to take a free move into melee (and trigger Tenacity, as already mentioned), and then use the second attack action to punch.  Or you can use it to double tap with the mortar gun, dropping 4 suppression in addition to whatever damage it manages to do (white dice are unreliable but that red with Pierce and critical surge isn&#039;t...).&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;- &amp;quot;Detonate&amp;quot; allows him to explode the charge token after &#039;&#039;&#039;any&#039;&#039;&#039; unit makes an action.  The explosion does an attack against every unit within range 1 of the token with 1 red and 1 black die ignoring cover and surging to critical.  After a trooper unit defends against this attack, it gains 1 poison token, which causes one wound to the unit when it discards the token at the end of its next activation (not in the End Phase like green tokens).  It may not sound like much but it&#039;s going to pretty reliably do at least two wounds to whatever you manage to hit with the explosion.  Bear in mind though that the enemy can use a medic to remove the poison token without suffering the extra wound (this takes up one of the medic&#039;s healing charges).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 his fellow bounty hunter Boba Fett, Bossk is actually kind of tanky.  His armor is worse (5+ save compared to Boba&#039;s 3+) but he has more wounds and a 5+ roll each turn of healing them back.  Not to mention he actually gets better if he suffers wounds thanks to Enrage (and Tenacity if you took it- it&#039;s a very good upgrade for him, so that&#039;s going to be a theme here).  He has long range shooting that is actually pretty good (best used against someone who doesn&#039;t have immunity to Pierce)- it&#039;s almost guaranteed to do at least one wound per turn while dropping two suppression; and he&#039;s actually really good in melee too- along with Palpatine, he&#039;s the only non-lightsaber wielder in the game who does pierce in melee.&lt;br /&gt;
&lt;br /&gt;
Like Boba Fett, Bossk&#039;s command cards should be taken based on utility- you don&#039;t have to take all three, so take the 1-2 that are most useful to you.  His 1 pip gives some short-ranged crowd control, the 2 pip doubles his damage output for a turn, and the 3 pip turns him into a super sniper. Also, like with Boba Fett, you don&#039;t necessarily have to target the most powerful enemy character for Bounty- there&#039;s no shame in putting it on that 50 point Officer or Princess Leia and sniping the crap out of them.&lt;br /&gt;
&lt;br /&gt;
One thing to remember though is that his mortar gun has a minimum range of 2- so once the enemy gets close, you&#039;re either going to have to charge (not a bad idea, especially if Enrage has kicked in and you&#039;ve given him Tenacity) or make a tactical withdrawal to get back into shooting range (also not an awful option).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.  Note that operative Darth Vader may use the Command Cards of commander Darth Vader, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this card as a free action to dish out one token each to up to 2 units within range 1-2.  Surges aren&#039;t super necessary since Imperials tend to already have them (mainly on offense), but if you&#039;re running a lot of Shore Troopers (which don&#039;t have surges), you could see some usefulness out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this card as a free action to move an enemy unit speed 1.  Vader is slow and wants to cut things with his saber- this will help you do that, especially if you can manage to combine it with Force Throw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card as a free action to gain a Dodge token. You need Dodge tokens to trigger Vader&#039;s &#039;&#039;Deflect&#039;&#039; ability, so you definitely want this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. Not a bad choice, although this version of Vader actually has a useful ranged 1-2 attack (it has Scatter, which can give a little help getting Vader into melee, where he belongs).  Three red dice with Pierce 3 and Impact 3 is pretty brutal though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s not bad, but there&#039;s a few things to think about.  First, Vader is slow and does best when he&#039;s in melee, so it&#039;ll be hard for him to actually benefit from this if he&#039;s being plugged from a distance (you can rest assured that he will).  Second, Vader already chucks red dice in melee or with Saber Throw, which have a high probability of hitting (75% per die, jumps to 88% if you get surge somehow, like from Jedi Hunter or surge tokens)- so he doesn&#039;t really need it that much.  Third, this version of Vader only gets two Force upgrades.  If you&#039;re taking this, then you&#039;re NOT taking two of the following excellent powers:  Saber Throw, Reflexes, or Push. &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.  If you only have 3 spare points and an open Force slot, it&#039;s not bad.  But there are other far more useful choices for Vader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - As a free action, exhaust the card to choose a non-Commander, non-Operative unit at range 1, and it suffers a wound. Could be useful to finish off a pesky enemy unit, but it&#039;s competing with other more useful Force powers for the two slots you get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This version of Vader is actually affected by Suppression, so this could give him a little extra defense as he plods towards his victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Vader has Courage 3, so suppression tokens aren&#039;t a huge deal to him.  Although if you plan to make heavy use of his Spur rule, you may want this to keep your 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.  Not terrible, but Aim tokens aren&#039;t that valuable to Vader, since he&#039;s already chucking red dice (which hit 75% of the time, 88% if you&#039;ve gotten surge) with his lightsaber, and his Force Throw is best used on trooper squads (so he can actually make use of the Scatter effect), which usually can&#039;t be considered &amp;quot;wounded&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  You don&#039;t want Vader on standby, you want him bulldozing into enemies and mercilessly slaughtering them.  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.  Not a bad choice, as there&#039;s a good chance Vader will be hurt when he finally gets to melee.  You could even use Implacable to ensure he does suffer that wound...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last. &lt;br /&gt;
&lt;br /&gt;
Have you ever wanted to see Vader deep strike like [[Terminator|Space Marine Terminators]]?  Here&#039;s your chance!&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
Vader finally taps into his skill at Djem So to unleash death upon foes.  He gains excellent defense with an increased chance of deflecting (1:3 instead of 1:6), although he&#039;ll also be suffering wounds when he successfully deflects.  That one turn where the enemy unleashes everything they have to prevent Vader from reaching them is the one turn he&#039;ll make them pay for it.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&lt;br /&gt;
Vader picks up a unit and tosses it, and if it&#039;s an enemy unit, it potentially takes some damage. Yuck. And since it&#039;s a free action, he can still take his normal two actions and murderize things.  Not bad, although the range is a little short.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 version of Vader is a little weaker than the Commander version, but makes up for it with a little more versatility.  He now has a Courage value, 2 fewer wounds, and throws one less die in melee. He gains the Spur rule (when he makes a move action, he can gain a Suppression token to boost his movement speed by 1), Jedi Hunter (critical surge when attacking someone with access to Force upgrades), and a ranged attack- &amp;quot;Force Throw&amp;quot;, which is 2 black dice at range 1-2 with Blast (ignore cover) and Scatter (you may re-cohere the target unit).  Scatter is particularly useful as you can use it to potentially move an enemy unit closer to Vader, or in range of Force Push. He also has two Force slots and one Training slot, rather than the three Force slots of his Commander variant, giving him access to some useful upgrades.  Vader&#039;s still a combat monster, and that&#039;s where you want him- in front, mercilessly slaughtering his foes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &amp;quot;Veterans&amp;quot; choice. Black dice for close combat, their &#039;&#039;E-22 Blaster Rifle&#039;&#039; offer one black dice at range 1-3. They have a red defense dice, one wound each, and one point of courage. Rules-wise, their &#039;&#039;&#039;Coordinate: Emplacement Troopers&#039;&#039;&#039; rule allows them to issue an order to an &#039;&#039;Emplacement Trooper&#039;&#039; at range 1 after they are issued an order, and &#039;&#039;&#039;Target 1&#039;&#039;&#039; gives them an aim token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper&#039;&#039; (32 pts.) - &#039;&#039;&amp;quot;21B, homie, you can&#039;t afford this.&amp;quot;&#039;&#039; Adds a trooper with a range 1-4 gun.  It does 2 black, and 2 white dice with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;.  At 32 points, this is pretty pricey, but still powerful.  If you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid&#039;&#039; (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound).  The range is 1.  Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left.  Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid&#039;&#039; (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed).  It&#039;s fairly cheap and can keep your lovely AT-ST in the fight.  Obviously it&#039;s useless if you have no vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a &amp;lt;S&amp;gt;cool&amp;lt;/S&amp;gt; big helmet that gives you a Comms Upgrade slot. If you want a &#039;&#039;HQ Uplink&#039;&#039; to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Increases your courage by 1 (to 2), and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from one unit at range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient.  If you&#039;re fielding Vader as a Commander, pretty much totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper&#039;&#039;  (13 pts.) - It&#039;s another Shoretrooper. How exciting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  It&#039;s of limited usefulness due to low Courage.&lt;br /&gt;
&lt;br /&gt;
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.  Especially useful if facing an enemy who throws out a lot of suppression tokens (Dooku oriented Clankers, for example).&lt;br /&gt;
&lt;br /&gt;
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3.  You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#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 one of your army&#039;s better shooting units, and if for some reason you&#039;re not getting the free Aim token from Target 1, then you&#039;ll probably want them to be doing Aim actions of their own.  Pass.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  No, just no.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  Can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  Shoretroopers don&#039;t have surge but do have easy access to Aim tokens, so this is a solid option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Shoretroopers already throw black dice, so you&#039;re essentially paying extra just for ignoring cover up close.  If you think that&#039;s worth the 5 points, go for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge.  Can be a nasty surprise for enemy units that get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  This is how you make enemy tanks disappear.  However, it&#039;s very short ranged on a unit that you probably should have shooting from distance; and as of writing (December 2019), only the Rebels really have any vehicles worth worrying about- and they&#039;re speeders, so good luck getting close enough to actually use grenades on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain Smoke 1, allowing you to place a smoke token within range 1 and line of sight of your unit leader.  The smoke token grants +1 Cover to all friendly units fully within range 1 of it.  Can be useful to get a little extra cover for your advancing battle line.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The &#039;&#039;T-21B&#039;&#039; gives you Range 4, and the &#039;&#039;DF-90 Mortar Troopers&#039;&#039; will help you through their &#039;&#039;&#039;Fire Support&#039;&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;&#039;Coordinate&#039;&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, &#039;&#039;Overwatch&#039;&#039; and &#039;&#039;Targeting Scopes&#039;&#039; deserve the most consideration. With your E-22&#039;s giving black dice at range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so &#039;&#039;Targeting Scopes&#039;&#039; will assist with making the most of your free aim token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&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.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.  See the &amp;quot;&#039;&#039;Synergy Intensifies&#039;&#039;&amp;quot; comment in the Tactics section, below.&amp;lt;/s&amp;gt; (The 1.6 version of the Rules Reference Guide has errata&#039;ed the Comms Relay to &amp;quot;non-emplacement troopers 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.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;&#039;Synergy Intensifies:&#039;&#039;&#039; an increasingly popular tactic is to take a gunline of 3 Shore squads plus 3 Mortars; give each of the Mortars the &amp;quot;Comms Relay&amp;quot; upgrade.  That way, you can do a daisy-chain where one of the Shore squads gets an order.  They give a free order to a mortar using &#039;&#039;Coordinate&#039;&#039;.  Then the mortar uses the relay to give its order to the next Shore squad, who then gives a free order to the next mortar, and so on until the final mortar either keeps the order or passes it onto another unit.  Combined with the Shore squads&#039; &#039;&#039;Target 1&#039;&#039; ability, you now have 3 Shore squads each with a face up order &#039;&#039;and&#039;&#039; an Aim token, plus one more face up order either on a mortar or another unrelated unit, all the the cost of one order.  It&#039;s not cheap though- each Shore squad (with T-21B and extra dood) plus Mortar with Relay cost 138 points (using the errata points values) before any other upgrades.&amp;lt;/s&amp;gt;  The 1.6 version of the rules have errata&#039;ed the Comms Relay to be &amp;quot;Non-Emplacement Trooper only&amp;quot;, meaning this tactic is now dead in the water.  Move along, move along...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for &#039;&#039;&#039;Steady&#039;&#039;&#039;, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flametrooper&#039;&#039; (20 pts.) - Burn, baby, burn.  Adds a trooper with... you guessed it, a flamethrower.  The attack is only range 1, but does 1 black die for each mini in the unit you attack, and ignores cover, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-7 Ion Snowtrooper&#039;&#039; (34 pts.) - Adds a trooper with an ion gun.  This one has a range of 1-2, 1 &amp;lt;span style=&#039;color:blue&amp;gt;black&amp;lt;/span&amp;gt; and 2 &amp;lt;span style=&#039;color:grey&amp;gt; white &amp;lt;/span&amp;gt; dice, and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Ion 1&#039;&#039;&#039;.  If the target is a vehicle or a unit of droid troopers, they gain an ion token, each of which causes the unit to lose an action.  If both actions are lost, the vehicle/droids can still use free actions.  Additionally, ion attacks nuke shielding on the few units that have it, even if they&#039;re not droids (looking at you, Sabine Wren).  If you&#039;re facing Separatists and especially if they fielded a lot of droidekas, or traitors, you probably want this.  Otherwise, it&#039;s of limited usefulness.  The Republic doesn&#039;t have vehicles (except the speeder no one uses) or shielding (yet), and Rebel vehicles tend to be speeders, so your short-ranged ion gun will struggle to catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid&#039;&#039; (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound).  The range is 1.  Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left.  Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid&#039;&#039; (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed).  It&#039;s fairly cheap and can keep your lovely AT-ST in the fight.  Obviously it&#039;s useless if you have no vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.  It&#039;s ok if you desperately want an HQ Uplink on these guys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Increases your courage by 1, and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from another unit at range 1-2).  Useless if Commander Vader is nearby, otherwise, if you want a slight morale boost, go for it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Snowtrooper&#039;&#039; (12 pts.) - Adds another snowtrooper mini.  Oh, joy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#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.  Your guys are slow and you probably want to advance and take advantage of their Steady rule, not hang back and spend actions pretending they&#039;re General Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  Your movement speed is already 1, so difficult terrain doesn&#039;t really affect you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you usually play on tables with lots of levels, go for it.&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.  You&#039;re slow.  This gives you a free move, putting you one notch closer to the enemy.  And it&#039;s super cheap.  Not a bad option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  If you&#039;re getting Aim Tokens from Veers or an Officer, it&#039;s probably worth it- you&#039;re suddenly as accurate as normal stormtroopers.  But your guys are slow and you probably don&#039;t want to slow them down further by making them take Aim actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Not a bad option considering your normal shooting attack is a piddly white die.  But take a look at the next option...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge.  Your normal shooting attack is a piddly white die.  Suddenly your six man unit of snowtroopers is throwing 5 red dice plus whatever heavy weapon you gave them (flamethrower seems nice, since it means ignoring cover...), with critical surge on everything!  The only downside is the super short range- but you have Steady and can throw after a double move. Definitely worth considering! Auto include if you are taking the flamethrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Good for making enemy vehicles disappear.  However, the range is super short, and your guys are slow (Steady helps here).  Additionally, as of writing (December 2019), only the Rebels really have any vehicles to worry about- and they tend to be speeders.  So you can&#039;t really catch them with your slow guys tossing short ranged grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain Smoke 1, which allows you to drop a smoke token within range 1 and line of sight of the squad leader.  Smoke tokens give a +1 Cover bonus to any unit that is fully within range 1 of it.  If you&#039;re fine with a slower advance, this could be useful for giving cover- one suppression token plus this means you&#039;re suddenly in heavy cover even if you&#039;re standing in an open field.  If you plan to double move and Steady fire, you may want to skip this (or put it on a faster moving unit).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear.  Additionally, they can double move each turn and use Steady to still fire, although throwing white dice and having short ranged heavy weapons will limit the results you get from this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in armor (4+) over their Rebel counterparts (generally 5+ or worse), but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19 Stormtrooper&#039;&#039; (24 pts.) - Adds a trooper with a range 1-4 gun that does 2 red dice, and has &#039;&#039;&#039;Impact 1&#039;&#039;&#039;.  At a minimum, you should always take this- if gives your troopers some much needed punch since their standard white dice are awful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HH-12 Stormtrooper&#039;&#039; (34 pts.) - Adds a trooper with a rocket launcher.  Exhaust this weapon to make a range 2-4 attack, and deal 3 black dice for damage with &#039;&#039;&#039;Impact 3&#039;&#039;&#039;.  Along with having to exhaust it (meaning you have to spend an action on Recover to use it again- not as big of a deal if you&#039;ve got Veers though), a big drawback is &#039;&#039;&#039;Cumbersome&#039;&#039;&#039;, meaning the unit it&#039;s attached to can&#039;t move during the same activation you shoot this.  Stupid good against armor, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21 Stormtrooper&#039;&#039; (27 pts.)- adds a trooper with a range 1-3 gun that throws 4 white dice with &#039;&#039;Critical 2&#039;&#039;.  It almost doubles the dice your squad is throwing, and gives critical surge on up to two of the surges you may roll (bearing in mind that you already have normal surge built-in on Stormtroopers).  Not a great choice unless you just really like throwing a lot of white dice or really want critical surge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RT-97C Stormtrooper&#039;&#039; (26 pts.) - adds a trooper with a range 1-4 gun that throws 1 red and 3 white dice.  And that&#039;s it.  The red die is nice, as is the slight bump to range.  It&#039;s basically a crappier yet somehow more expensive version of the DLT-19.  Sure it has a higher potential damage but how often are you gonna get hits on those white dice?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound). The range is 1. Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left. Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed). It&#039;s fairly cheap and can keep your lovely AT-ST in the fight. Obviously it&#039;s useless if you have no vehicles.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.  If you&#039;re desperate for an HQ Uplink on these guys, here&#039;s your chance.  Otherwise, meh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Adds a new squad leader to your unit who increases your courage by 1, and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from another unit at range 1-2).  Gives your doods a nice morale boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper&#039;&#039; (11 pts.) - Adds another stormtrooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper Captain&#039;&#039; (15 pts.) - adds a stormtrooper captain.  He becomes your squad&#039;s leader and adds a Training upgrade slot to the unit.  Additionally, you can exhaust him to make your unit immune to being suppressed (but they can still panic) for the activation, at the cost of not being able to remove suppression tokens during that activation.  He essentially lets your stormies stay in the fight for one extra turn.  Either way, being able to take an upgrade like &#039;&#039;Hunter&#039;&#039; can be handy, since your Stormies rely pretty heavily on Aim tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper Specialist&#039;&#039; (15 pts.) - adds a stormtrooper specialist.  He gives your squad an extra Gear upgrade slot, and you can exhaust him to gain 1 Aim or 1 Surge token.  The extra Gear slot is meh, but for four points over a normal trooper you&#039;re gaining the ability to get an Aim token without having to rely on Veers or taking an Aim action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  If you&#039;ve got one squad that can&#039;t afford a heavy weapon, this can turn the squad into a token farm for your other units.  Especially useful if Veers or the generic Officer aren&#039;t your commander(s).  But generally it&#039;s probably gonna be a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  Meh.  This is more valuable on more expensive units that you would probably rather keep alive for one more activation, like Royal Guard or Death Troopers.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  If you know there&#039;s going to be lots of difficult terrain, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you know there&#039;s going to be a lot of terrain to climb, here&#039;s your remedy.&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 you slightly closer to the enemy, or into cover that was just out of your deployment zone.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  You already have Precise 1, which stacks for a total of four rerolls per Aim token.  But you&#039;re still rolling mostly white dice with these guys and still probably going to miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Short ranged but gives you black dice, which is an improvement over your normal white dice.  Worth a look, but then again, check out the next type of grenade...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to critical. A significant upgrade over the white dice your stormies normally toss.  If you&#039;ve got a DLT-19, you can even use them against a vehicle in a pinch.  A very attractive upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Great if you know you&#039;re facing vehicles.  But the problem is that they&#039;re short ranged and only the Rebels really have any vehicles at the time of writing (December 2019)- and Rebel vehicles are mostly speeders, which will be difficult to catch (or in the case of the T-47, they&#039;re immune to range-1 weapons like these).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain &amp;quot;Smoke 1&amp;quot; for the activation; Smoke allows you to drop a smoke token anywhere within range 1 of the unit leader and within his line of sight.  Smoke tokens give +1 Cover to all trooper units whose unit leader is within range 1 of them; enemy trooper units shot by those units also get the bonus.  Can be useful if you&#039;re using a token farm unit (see electrobinoculars, above), but otherwise, you may be better off with Frags or Concussions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is.  White dice are just awful even with surge, giving each stormtrooper only about a 38% chance of hitting.  Even with the rerolls from Aim tokens/Precise, you&#039;re still probably not going to hit, and unlike the B1 Droids, you don&#039;t have the numbers to make up for it.  It&#039;s important to give the squad a heavy weapon as often as possible, so at the very least, you&#039;re dropping suppression tokens on the target.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.  Inspire will allow you to remove suppression from nearby units, and the courage boost will make it so you don&#039;t get suppressed quite so easily..&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it, and you have to spend an action on Recover (or use Veers&#039;s 3 pip command) to fire it again. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind.  The DLT-9 is versatile in that you can still move and fire, you don&#039;t have to exhaust/ready it, it gives you good punch (2 red) and it still has Impact so the squad can still potentially do some damage to vehicles.    Don&#039;t underestimate that little MG-34 clone!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) &amp;lt;s&amp;gt;but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean.&amp;lt;/s&amp;gt;  These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.  &#039;&#039;You overstate their fragility.  Sure they have one wound each, as most troopers do, but they throw red defense dice with built-in surge.  The Rebels and even Stormtroopers would kill for that level of defense.&#039;&#039;&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Gain &#039;&#039;&#039;Compel&#039;&#039;&#039; (see Director Krennic, above), and this model becomes the unit leader.  Essentially, if you decide to field a unit of Death Troopers and don&#039;t want to field Krennic, but definitely want Compel... here you go.  Obviously, not a great choice unless something goofy happens, like you want a full size squad but don&#039;t have the 12 extra points for DLT-19D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Stacks beautifully with the E-11D Focused Fire Config. Gives the squad some extra punch, and even makes them slightly useful in the event of an enemy tank (although that&#039;s not the optimal target).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  These guys already have pretty decent defense (red dice with surge) so it&#039;s not absolutely essential, and &amp;quot;Overwatch&amp;quot; is a better choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, automatically remove 1 suppression.  These guys have Courage 2 already, so it&#039;s not a huge draw.  And if Commander Vader or Emperor Palpatine are in your army, you &#039;&#039;definitely&#039;&#039; don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Death Troopers have Precise 2, so getting Aim tokens is a good thing- however, don&#039;t forget that Death Troopers have &amp;quot;Ready 1&amp;quot; too....&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;You want this&#039;&#039;, especially if you plan to take full advantage of Krennic&#039;s &amp;quot;Deploy the Garrison!&amp;quot; command card, or even just the &amp;quot;Ready 1&amp;quot; ability Death Troopers have by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders.  Death Troopers generally should not be close enough to use this.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, especially if you did not field Krennic.  And if you use a Recover action to flip your Config card, you can ready this card too!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Death Troopers are a powerful offensive unit who have to carefully plan their actions.  You don&#039;t want to waste those actions pretending you&#039;re General Veers.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you actually plan to do a lot of moving with Death Troopers (but... why?) and are worried about difficult terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, which stacks with Death Troopers&#039; existing Precise 2 for Precise 3.  Is one more reroll really worth 6 points to you, especially considering how expensive these guys are already?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  When you perform a Recover action, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Exhaust to gain range 1-4, Suppressive, one black dice per trooper. There’s basically two ways of using this: sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; exhaust for range 1-2, Blast, one red dice per trooper. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only Death Troopers had a gun that was better. Oh wait, they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge.  You already have normal surge, and if you&#039;re using the grenade launcher config, you&#039;re already throwing red dice.  Basically lets you throw red dice without having to spend a Recover action.  Of the three offensive grenades, these are probably the only ones you should consider, but realistically, your Death Troopers shouldn&#039;t be close enough to use them anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Basically useful for making tanks disappear, but ideally, your Death Troopers shouldn&#039;t be that close to a tank, not to mention that Rebel tanks (the ones you&#039;re most likely to face) are mostly Speeders... good luck catching them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 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.  A smoke token gives +1 Cover to all units that are fully within range 1 of it.  A little defensive boost but it takes an action to use, and Death Troopers already need to manage their actions carefully.  A better option is to give this to a cheaper unit (eg Stormtroopers) and let them give your more valuable Death Troopers that defensive boost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Death Troopers work best when fielded en masse with Director Krennic.  His abilities and command synergize very well with them.  Whether or not you take Krennic, these elite troopers should be considered a major part of your offense.  They are fairly tough and hit very hard.  Their abilities lend themselves towards ambushing with Standby as often as possible and managing their actions carefully- you&#039;ll need to Recover fairly often to get the most of their gun configs. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason.  Besides that, Overwatch is practically a &amp;quot;must have&amp;quot;; if you take multiple units, saving one unit for Krennic&#039;s Entourage ability and giving others HQ Uplinks is a decent option.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
The [[Custodian_Guard|red robed guardbois]] of the Emperor.  You don&#039;t have to have Palpatine in your army to field them, but it couldn&#039;t hurt.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a tiny 3 man unit, each with 2 wounds and courage 2, and red defense dice (no surge, offensive or defensive).  When shooting they hit pistols for 2 black dice at range 1-2, and in melee they swing Force Pikes for one red and one black.  They have Guardian to help keep your valuable commanders alive, and Disciplined 2 to remove two suppression tokens any time they are issued an order.  Lastly, they have Charge, making it easier for them to get into melee, where they shine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  The electrostaff &#039;&#039;replaces&#039;&#039; his Force Pike, and throws two black dice but also grants Immunity to Pierce in melee.  It&#039;s the only way to get an extra dood in your tiny squad, but it&#039;s pricey.  Face it, you&#039;re probably gonna have to take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Could be useful to help weather the inevitable firestorm these guys will attract. A pretty good option, and you&#039;ve got Disciplined to keep their suppression tokens under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Since you&#039;ve got Disciplined, this isn&#039;t really a priority, especially if you&#039;ve got Palpatine to boss these guys around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  An excellent option, as you&#039;re swinging black and red dice- the black dice have a 50% chance of hitting for these guys (unless you get surge somehow), so these rerolls can help maximize damage.&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 want these guys moving into melee as quickly as they can, not sitting around on Standby.  You don&#039;t want this, unless you&#039;re trying to pull some weird crap with Krennic&#039;s &amp;quot;Deploy the Garrison&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Definitely worth taking, since these guys are melee-oriented and any boost there is welcome. Don&#039;t worry, they&#039;re bound to attract some enemy shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Again, you don&#039;t want to be sitting around pretending these guys are General Veers.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Meh.  These guys are so short ranged, it seems difficult to actually get good mileage out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re worried about difficult terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you&#039;re worried about climbing terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Super cheap, and helps your elite melee unit get a little closer to the enemy.  Never a bad choice for these guys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Meh.  In melee (your forté), you throw red and black dice.  Red dice have a high chance (75% before any possible surges) of hitting anyway; black dice are only 50% (also assuming no surges) but you&#039;re not throwing a lot of them.  Odds are pretty good you generally won&#039;t need more than 2 rerolls.  Ultimately it&#039;s up to you to decide if the one more reroll is worth those points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Your pistols are essentially double this but without the ignoring cover, and you&#039;re probably better off sticking with them. Pass.&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 an enemy you can&#039;t quite reach in melee.  Or better yet, toss these boys and then charge for maximum carnage.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Useful for killing vehicles.  However, there aren&#039;t a lot of vehicles in the game yet (as of December 2019), and the ones you&#039;d be facing are Rebel (not counting any Imperial vs. Imperial civil wars).  Most Rebel vehicles are speeders so good luck getting close enough to use these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, which allows you to place a smoke token within range one and line of sight of the squad leader.  Smoke tokens grant +1 cover to all units fully within range 1 of them.  Not an ideal choice for this unit, as you probably want to be using those actions to move forward.  A better option would be to put this on a cheaper unit (Stormtroopers, for example) and have them toss the smoke to cover your valuable Guards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 pretty straightforward.  Get into melee quickly and chop stuff up.  They are especially useful when Palpatine is in your army, as he has the &#039;&#039;&#039;Entourage&#039;&#039;&#039; rule with them- this allows you to field one unit without factoring their Special Forces rank (so you can field 4 Special Forces units).  It also allows Palpatine to always issue an order to one unit of these guys as long as they&#039;re within range 1-2 of him.  These guys aren&#039;t invincible though- they have 2 wounds each and red defense, but they&#039;re also a tiny unit (maximum of 4 men per squad) and if they get shot up enough, they&#039;ll die just like anyone else.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defender&#039;s cover by 1 with the sharpshooter special rule, they can be surprisingly deadly, especially if you upgrade them with Hunter. Scouts can also improve light cover to heavy cover with the Low Profile rule.  For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  High Velocity disallows spending Dodge Tokens, making it &#039;&#039;very&#039;&#039; useful for chipping away at anybody with Deflect or Block- but remember that High Velocity only triggers when the sniper rifle is the only weapon in the pool.  So fire the rest of the squad at something else, or field snipers in strike teams (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Ensures your relatively fragile unit has a little more 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. They have courage 2 and are kind of frail (small unit with 1 wound each and 5+ saves), so it&#039;s unlikely you&#039;ll get a lot of mileage out of it.&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, actually.  Let your longer range units plunk wounds on something and then unleash a pile of black dice with rerolls. &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.  Your guns are only range 2, except for the sniper if you take one, but why are you holding up your entire squad on Standby for that?  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.  Short ranged guns mean there&#039;s a good chance they&#039;ll get stuck in melee, but they&#039;re not great at melee either, especially if they&#039;ve lost a model to trigger this.  Not terrible and low cost, but there may be better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself).  Very short range and the unit is fairly fragile.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Very situational and the unit is already fairly pricey for a small unit.  &lt;br /&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.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Not ideal for a unit like this, where you want them getting close and unleashing black dice of death.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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 if you finally get near the enemy and want one last chance at blasting those black dice of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Useful if you expect to play in lots of difficult terrain, otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Useful if you expect to climb stuff, otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Stacks with your existing Scout 1.  Not a terrible choice and ridiculously cheap too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 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 took Hunter and use the squad to hunt down wounded enemies with your shotgun pistols... ouch.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover.  If you&#039;re close enough to use these, you&#039;re close enough to blast double the amount of dice with your pistols. What&#039;s better:  four black dice that totally ignore cover or eight black dice with reduced cover? Hard pass.&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 is a little tougher choice than Concussion grenades, as the red dice with surge are almost guaranteed to hit (88% chance per die), but your non-critical hits will be subject to cover (although Sharpshooter still applies).  Tough call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Good for hurting vehicles but short range on a fragile unit means they may not survive to get close enough to use them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 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- and it gives that bonus to troopers those units shoot at (it works both ways). The downside is that it takes an action to trigger, meaning it&#039;ll slow you down a little.  Still, not a bad choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.  Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is 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;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  High Velocity disallows spending Dodge Tokens, making it &#039;&#039;very&#039;&#039; useful for chipping away at anybody with Deflect or Block- but remember that High Velocity only triggers when the sniper rifle is the only weapon in the pool.  So don&#039;t fire the spotter&#039;s pistol at the same target (if able) unless you don&#039;t care about ignoring Dodges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper who can throw and detonate bombs.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover even when out in the open. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Extremely small, fragile team is unlikely to survive enough firepower to make this worth taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  If all you&#039;re doing is firing the sniper rifle then you&#039;re probably not moving, and can just take the Aim action, saving the points for 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.  This is only possibly useful if you&#039;re using a sniper, but why would you want to cut the sniper&#039;s great range down to an effective range of only 3?  Snipe away from a distance, and don&#039;t pay for this.&lt;br /&gt;
&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 a wise option for a 2 man team that you don&#039;t really want in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., cut to 5 pts. by the Rules Errata) - Prevents enemy units at range 1 from receiving orders unless it&#039;s a character issuing an order to himself.  If you&#039;re going with the sniper, kind of a waste since you should never be close enough to use it.  If you&#039;re going with the saboteur, could be interesting.  After the saboteur drops his bomb, run the team over and be a nuisance, forcing your opponent to divert firepower to the tiny unit or deal with not being able to issue orders.  Especially if you&#039;re facing Separatists and screw with their Coordinate ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Pretty situational.&lt;br /&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 to ensure your unit will get to fire when you want (at least once) or if you expect, for example, the sniper variant to be out of range of your commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  If you go with the sniper, you want them to be using Aim actions on themselves and sniping.  If you go with the saboteur, could be useful to farm Aim Tokens for your other units after dropping the bomb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Generally not useful for the sniper, but could be for saboteur if movement is an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Generally not useful for the sniper, could be for the saboteur if climbing is an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#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 your built-in Scout 1.  Cheap and actually useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 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 sniping, it&#039;s useless since you&#039;ll never be rolling more than 2 dice.  If you&#039;re running the saboteur and want to shoot stuff with the pistols after dropping the bomb, might be useful but you&#039;re only chucking 4 dice max anyway.  Meh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover.  You shoot two black dice normally and have Sharpshooter to reduce cover.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die that comes with surge to critical.  With only two men in the squad max, not a particularly attractive option, but could make for a nasty surprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Could be useful to surprise an enemy vehicle, but as of writing (December 2019), only the Rebels really have any vehicles worth mentioning and they are mostly speeders- good luck catching up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 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.  The smoke token grants +1 Cover to all units that are fully within range 1 of it.  For the sniper, not really that useful (since you&#039;ve already got Low Profile and just need at least light cover to max it out); but for the saboteur after tossing his bomb, could be useful for providing cover for your other units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Special Forces====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On Pre-order&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another elite spec ops squad for the Empire, presumably will bear some resemblance to Iden Versio, and will focus on infiltration.  Apparently there will also be an option to field one squad as the Inferno Squad unit that Iden Versio personally led.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;Gideon Hask&#039;&#039; (38 pts.) - Unique.  Can also be taken by any corps unit.  Adds 2 Wounds and 1 Courage to the unit he joins, and he comes with the &#039;&#039;&#039;Coordinate: Corps Trooper&#039;&#039;&#039; rule.  Also has a range 1-3 attack doing 2 red dice.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die.  S&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. &lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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 if you finally get near the enemy and want one last chance at blasting those black dice of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 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- and it gives that bonus to troopers those units shoot at (it works both ways). &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Stuff&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&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.&amp;lt;/s&amp;gt;Per the 1.6 version of the rules, vehicles cannot 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a great option considering you&#039;ll probably want to use the Dewback&#039;s &amp;quot;Spur&amp;quot; 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.  A really good choice considering you&#039;ll probably want to use the &amp;quot;Spur&amp;quot; ability often.&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 nice, and if you&#039;re not taking Endurance or Tenacity, this is a solid runner-up choice.&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 want to move and attack, not sit still on standby.  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.  The Dewback&#039;s a good melee unit and will probably take some fire before engaging.  Another solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., drops to 5 pts. in the Rules Errata) - Prevents enemy units at range 1 from receiving orders.  Might be useful if this guy actually gets to the enemy lines (which it wants to do, but it&#039;s slow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Can be useful to ensure it gets an order when you 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CR-24 Flame Rifle&#039;&#039; (20 pts.) - range 1 throwing 1 black, 1 white with Blast (ignore cover) and Spray (adds 1 black and 1 white to the attack pool for every model in the target unit).  Very short range but pretty deadly if you can pull it off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21 Blaster Rifle&#039;&#039; (10 pts.) - Range 1-3 throwing 4 white with Critical 2.  Highly inaccurate but it&#039;s a lot of dice and good chance of critical hit when it does hit.  Bear in mind also that the Dewback has surge to normal hit by standard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RT-97C Blaster Rifle&#039;&#039; (15 pts.) - Range 1-4 throwing 1 red and 3 white.  Very similar to the T-21 but longer range and one red die for a better chance of getting at least one hit.&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 standard Dewback is a tough but slow melee unit.  Defensively, it has Courage 2, throws red dice without surge, and has Armor 1 to automatically block one incoming attack. Offensively, it throws six dice in melee only, 3 red and 3 white with suppressive and critical 2.  The Dewback can be upgraded with shooting attacks, and it&#039;s got Relentless so it offers a little extra firepower while it advances towards melee.  It has a slotted base so it&#039;s bound by the vehicle movement rules, although it has Unhindered and Reposition to help it a little; and while it moves super slow like Vader and Palpatine, it has the Spur rule that allows it to increase its speed by 1 at the cost of also gaining a Suppression token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base, range 1-3 and Sentinel (Standby range increased to 3).  It&#039;s Cumbersome and Fixed: Front, but has Pivot and Reposition, so in the off chance that you do need to move (in which case you can&#039;t fire the main gun- but can fire the crew&#039;s E-11 blasters), you&#039;re more likely to get where you&#039;re trying to go.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., cut to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders.  You should never be in range to actually 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.  Situational, but probably not all that useful.&amp;lt;/S&amp;gt; Per the 1.6 version of the rules, emplacement troopers can no longer 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.  This could be useful so you can ensure it fires when you want at least once per battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack.  A vital component of an Empire army dedicated to dishing out mass suppression tokens alongside other things like Palpatine&#039;s lightning, Darth Vader&#039;s &amp;quot;Master of Evil&amp;quot; command, the Fear power, and mortars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack.  If you&#039;re looking to kill enemy tanks, this can be helpful.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and Suppressive to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====[[All_Terrain_Soup|AT-ST]]====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;General Weiss&#039;&#039; (10 pts.) - exhaust to gain Arsenal 2.  Stacks with your existing Arsenal 2 for Arsenal 4.  Useful if you take all of the weapons available to the AT-ST and want to fire &#039;&#039;ALL&#039;&#039; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Hammers Elite Armor Pilot&#039;&#039; (10 pts.) - gain offensive critical surge.  Considering the firepower you can throw down with the AT-ST, this isn&#039;t a bad choice.  Not only do you get offensive surges, but they ignore cover and Dodge tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First Sergeant Arbmab&#039;&#039; (5 pts.) - gain a free Aim Token after making a standard move. Yes please.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;88 Twin Light Blaster Cannon&#039;&#039; (20 pts.) - adds an extra gun throwing 1 red, 1 black, 1 white with Impact 1 and Fixed: Front.  If you want volume of fire, this is the way to go- 9 dice if combined with the main gun- and if they&#039;re in one attack pool, it&#039;s a mighty Impact 4.  Bye bye Rebel Airspeeder!  Just bear in mind its range is only 1-3, as opposed to the 1-4 of the main gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-ST Mortar Launcher&#039;&#039; (10 pts.) - adds an extra gun throwing 3 white dice with Suppressive and Fixed: Front.  Extremely long range though (Range 4+) means that later in the game it may be tricky to fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DS-3 Concussion Grenade Launcher&#039;&#039; (15 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover).  Range 1-2.  When you get up close and don&#039;t want to deal with Emperor&#039;s enemies hiding behind cover, this is your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one.  &lt;br /&gt;
This unit is more than a little of an unusual one. Your weak points are your side arcs not your rear like the AT-ST, meaning that your enemies can over flank you if they aren&#039;t careful. Forty points less than an AT-ST gives you three fewer wounds and all of your base weapons are front facing with the lighter anti-infantry gun being half the range of the other(s) The good news is that you can put a lot of &amp;lt;span style=&#039;color:red&amp;gt; red &amp;lt;/span&amp;gt; dice on targets. It can also transport a whole unit of your choice.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;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;
General Weiss (10 pts.) - exhaust to gain Arsenal 2. Stacks with your existing Arsenal 2 for Arsenal 4. Somewhat overkill as the most guns you can have is 3...&lt;br /&gt;
&lt;br /&gt;
Imperial Hammers Elite Armor Pilot (10 pts.) - gain offensive critical surge. This isn&#039;t a bad choice. Not only do you get offensive surges, but they ignore cover and Dodge tokens.&lt;br /&gt;
&lt;br /&gt;
First Sergeant Arbmab (5 pts.) - gain a free Aim Token after making a standard move. Yes please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
With reposition and pivot, this tank can be surprisingly agile. If you need a quick flank for next turn, move this bad boi twice and then use your free 360° pivot to quickly get behind enemy lines and flank the rebel scum. Also good for quick getaways if you find your leader in a tough spot. And dont forget, even though you may have less wounds than an ATST, you do get to roll red for defense instead of white, which will most likely make up for having less wounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrade Boxes===&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.&lt;br /&gt;
&lt;br /&gt;
=====Imperial 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;
Personel 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;Imperial Officer Imperial Officer (20 pts.) &amp;lt;/b&amp;gt; - Adds a new squad leader to your unit who increases your courage by 1, and gives you Inspire 1. 20 points may seem like a lot but the import thing to remember is that the cost is comparative. meaning that you end cost is 5-7 points over adding a normal trooper to the squad. the best squad to add her to is on that is already more expensive and will be around other troops. Snowtroopers lover her since they have to keep moving to be useful.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Astromech&amp;lt;/b&amp;gt;&lt;br /&gt;
-As there currently only about 2 relevant vehicles for the Empire, and usually you&#039;re only gonna take 1 in any list, you typically should pass this. Could be useful if placed inside the TX-225 along with a stormtrooper unit for emergency repairs and shots.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Coms Tech &amp;lt;/b&amp;gt;&lt;br /&gt;
-Adds a vox caster to the unit, which in turn lets you take comm upgrades on most of your units. What&#039;s that? You wanted every unit in your army to have an HQ uplink? May not be cheap, but it&#039;s good for your front line units while your gun line is keeping your commander safe.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Medical Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
-Good for healing your expensive leaders and special forces units, but not much else. Sacrifices killing power for staying power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;br /&gt;
&lt;br /&gt;
{{Star_Wars_Legion}}&lt;/div&gt;</summary>
		<author><name>2620:9:6000:547E:346E:164:8F69:4957</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Rebels&amp;diff=452329</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=452329"/>
		<updated>2020-10-27T15:48:14Z</updated>

		<summary type="html">&lt;p&gt;2620:9:6000:547E:346E:164:8F69:4957: /* Chewbacca */&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;
* 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. The rebels have many abilities that both let you keep your troops on objectives, and improve their survivability.&lt;br /&gt;
* Changes will be coming soon, as well, to most factions :D&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Literally 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.&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;
*You&#039;re technically terrorists. Freedom fighters, too, granted, but the point stands.&lt;br /&gt;
*Your competitive lists are very linear, as most of your units aren&#039;t efficient enough in the current meta.&lt;br /&gt;
*You have the worst heavy unit options in the game, and half of your special forces just really don&#039;t exist, competitively.&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;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - 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; (10 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; (15 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; (10 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; (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 - Nominating only Luke, after Luke performs his first attack, he may perform one additional attack. &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 - Nominating 2 troopers, 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 - Nominating Luke Skywalker and 2 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, 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 Pierce 2. 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. Jump 1 and Charge 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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Officer====&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; (10 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; (10 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; (10 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; (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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] - your opponent issues one less order than their Command Card normally allows, to a minimum of 1. Note: not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
Meh. There&#039;s too many ways around this, and if your opponent uses a card that only issues to one unit, then it&#039;s wasted. Nearly useless against Confederacy. &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 50 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;
&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; (10 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; (10 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; (10 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; (8 pts.) - When you would suffer 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 8 points is a bit much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 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; (3 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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;Take Cover&#039;&#039; ability allows her to dish out Dodge tokens where needed, so Luke and your &#039;&#039;Nimble&#039;&#039; troops 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 Sharpshooter ability allows her to totally ignore any cover the enemy may be using. Her melee is the same as her shooting, but without the pierce, so maybe avoid it, yeah? She&#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;
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; (10 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; (10 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;* (10 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;* (8 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;
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;* (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 Gunslinger, innate surge to critical, and Sharpshooter. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire at two different targets during a turn. He won&#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;
Overall, he is a good commander, but overpriced. Rex for Clones and our new addition of Cassian Andor puts his abilities into perspective, huh?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jyn Erso====&lt;br /&gt;
Stardust. Errata dropped her points to 110. 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; (10 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; (10 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; (10 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; (8 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;
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; (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**A-180 Blaster. 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 can Infiltrate, 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 &amp;quot;Danger Sense&amp;quot;, which gives her extra defense dice when she&#039;s got suppression tokens, with a high courage value, at 3, and can use one action to gain both a Dodge and an Aim token. With Nimble! She&#039;s decent at shooting but she really shines in melee. 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. 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 danger sense, as unlikely as it is. Ideally, use her and Pathfinders to harass enemy flanks while avoiding specialist units that will tear them apart.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Captain Cassian Andor ====&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; (8 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;
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; (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;&#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;
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; (8 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;
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; (8 pts.) - When you would suffer 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; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Chewy already has unhindered. Pointless. Why is this even an option?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Chewy already has expert climber, 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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. His Enrage 4 rule, 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. With this, he&#039;ll be dealing about as much damage, if not more, than some saber users! Guardian 3 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 Teamwork: Han, so he gets tokens when Han does, and vice-versa. 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;
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;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When 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; (10 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; (15 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;
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&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice, rounded up. 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;
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&#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; (8 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;
&#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;
&#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. &lt;br /&gt;
&lt;br /&gt;
However all that training boosts his cost higher than even Lord Vader, a most impressive 200 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. One needs 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 courage bubble to prevent panic in friendlies, 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 either, as he&#039;ll like having the dodge tokens she can dish out and her Inspire is a nice bonus. 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;
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;
&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 (15 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;
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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;
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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: &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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sabine Wren====&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; (8 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;
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; (8 pts.) - When you would suffer 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; (3 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; (3 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; (6 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;Personal Combat Shield&#039;&#039;(10 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; (25 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;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&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 pierce 1. She can also fire twice, at different targets, due to Gunslinger. 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, Nimble, and Impervious. 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;
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; (15 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;
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; (32 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; (22 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; (20 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;
&lt;br /&gt;
&#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; (10 pts.) - adds an extra mook to your squad. Nice. Not worth the points, though. Poor Jimmy :(&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 a bad upgrade, but, again, points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Captain&#039;&#039; (14 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. Not worth the points, in the grand scheme of things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Specialist&#039;&#039; (14 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. A good upgrade, but the points are better spent elsewhere.&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; (8 pts.) - When you would suffer 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; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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;
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; (25 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; (11 pts.) - adds an extra mook to the squad. Kind of useful, but not worth the 11 points. &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. 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;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 slight points hike over the basic Troopers gives you 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.&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.&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 &lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Veterans====&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 (31 pts.) - adds a heavy cannon that throws 4 white dice at range 1-3, but adds Critical 2 to the attack. It&#039;s a z-6 side-grade. 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; (12 pts.) - adds an extra mook to your squad. Nice, but not recommended. Jimmy can&#039;t catch a break can he?&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; (8 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;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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. Their only heavy weapon adds 4 white dice with critical 2 (convert up to 2 surges into crits). 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 they aren&#039;t super competitive. Rebel Veterans are just a tweak or two away from being good, overall. &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;
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; (15 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- 3 wounds, 2 Courage, and white dice with surge on defense.  Make sure to maximize Cover as much as possible to keep it alive.&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;
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; (8 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;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 Low Profile, Scout 2, and Sharpshooter 1. 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 (60 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;
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; (8 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;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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;
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 Pao character to your squad. He becomes the squad&#039;s leader and has the Inspire 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; (32 pts.) - adds the unique Bistan character to your squad. Exhaust him to make an attack at range 1-4 doing 1 black and 4 white with Impact 1 and Ion 1. 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; (8 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;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain 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; (3 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; (6 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;&#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 (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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. At ranges greater than 2, their guns throw white dice, with surge to hit on the squad, so they&#039;re not going to be doing a ton of damage. But at range 2 or less, the short ranged configuration can really dish out some damage, throwing red dice. 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 Danger Sense 3 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 Dauntless, 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 Infiltrate 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;
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; (35 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; (8 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;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Unhindered rule, making this pointless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Expert Climber rule, 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (5 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 two rules that allow 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. &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;
Wookies are, however, very much overcosted. They cost about as much as Mandalorians, with a massive power gap between the two. Their melee isn&#039;t even special anymore, given all the releases, since. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mandalorian Resistance====&lt;br /&gt;
&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; (8 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;&#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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover. 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 Impervious to top it all off (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). Nimble 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 Jump 2, 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;
&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; (8 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;&#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; (10 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; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the 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; (3 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; (3 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; (6 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;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover. 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; (5 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; (6 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;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 Impervious, as well (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). Nimble means they can recycle dodge tokens, to top it all off!&lt;br /&gt;
&lt;br /&gt;
Clan Wren specifically must take both Tristan 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 Jump 2, 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 keywords. Clan Wren will often want to be near Sabine Wren, due to their Retinue: Sabine Wren 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;
&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; (15 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; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;. 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; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;. 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 impact 2, 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. &lt;br /&gt;
&lt;br /&gt;
Sentinel 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 suppressive 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 impact 3 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! The FD turret is overshadowed by the AT-RT, though, because of the stationary rule. Tauntauns, as well, vastly do the same, but that may be an unfair comparison. It&#039;s not that it&#039;s a bad choice. There&#039;s just better ones.&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;
&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; (20 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, with the Armor rule 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. &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;
&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; (8 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;&#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;
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; (5 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; (3 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 cheap 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 Impact 3. It&#039;s actually slightly better than the main gun on an AT-ST, 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, Cover, Armor, 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. &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;
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;
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&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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&#039;&#039;Wedge Antilles&#039;&#039; (5 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;
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&#039;&#039;&#039;Crew Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#039;&#039;RPS-6 Rocket Gunner&#039;&#039; (36 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;
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&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Mark II Medium Blaster&#039;&#039; (34 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;
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&#039;&#039;M-45 Ion Blaster&#039;&#039; (38 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;
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&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational.&lt;br /&gt;
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&#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;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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;
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Treat it like the Airspeeder, but...on the ground!&lt;br /&gt;
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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;
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===&#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;
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=====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;
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*&amp;lt;b&amp;gt;R5 &amp;quot;Astromech&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
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*&amp;lt;b&amp;gt;Rebel Coms Tech &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&amp;lt;b&amp;gt;2-1B Medical Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=====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;
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*&amp;lt;b&amp;gt;Gran Rebel Trooper Specialist&amp;lt;/b&amp;gt;&lt;br /&gt;
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*&amp;lt;b&amp;gt;Ithorian SX-21 Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
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*&amp;lt;b&amp;gt;Theelin DLT-20A Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==To Be Released==&lt;br /&gt;
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* Commander, Lando Calrissian.&lt;br /&gt;
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==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/78/43/7843b28a-c234-43fa-b4f7-a4840fc5b57d/swl_errata_1-7.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;
{{Star_Wars_Legion}}&lt;br /&gt;
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[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2620:9:6000:547E:346E:164:8F69:4957</name></author>
	</entry>
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