Star Wars: Legion/Tactics/Empire: Difference between revisions

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{{Topquote|The Jedi are extinct, their fire has gone out of the universe. You, my friend, are all that's left of their religion.|Grand Moff Tarkin}}
==Why Play Empire==
==Why Play Empire==


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====Emperor Palpatine====
====Emperor Palpatine====
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's Relentless. Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He'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're within 1-2 of him. Don't let his withered appearance fool you either, he'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's got the same dice as the AT-ST's main gun but with surge to critical, Pierce 2 and suppressive- but half the range. He'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.
The Senate is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade. He moves slower than legislation and lacks Vader's Relentless. Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He'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're within 1-2 of him. Don't let his withered appearance fool you either, he'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's got the same dice as the AT-ST's main gun but with surge to critical, Pierce 2 and suppressive- but half the range. He'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.


Of special note, he's got a unique special ability called '''Pulling the Strings'''.  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 ''Steady'', ''Relentless'', or ''Charge''- and those still trigger after the free move granted by ''Strings''. Additionally, none of the actions in question count against the normal actions taken during the unit's actual activation.  Imagine Vader using a free move to get into melee and then attack with ''Charge''... then using his normal activation to fight... then using his "Implacable" Command to fight again. IN ONE TURN. That's an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too.
Of special note, he's got a unique special ability called '''Pulling the Strings'''.  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 ''Steady'', ''Relentless'', or ''Charge''- and those still trigger after the free move granted by ''Strings''. Additionally, none of the actions in question count against the normal actions taken during the unit's actual activation.  Imagine Vader using a free move to get into melee and then attack with ''Charge''... then using his normal activation to fight... then using his "Implacable" Command to fight again. IN ONE TURN. That's an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too.
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====Scout Trooper Strike Team====
====Scout Trooper Strike Team====
Heavy Weapon and spotter, with the same keyword and equipment as the regular Scout Trooper squad. Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is the unit leader.
Heavy Weapon and spotter, with the same keywords and equipment as the regular Scout Trooper squad (see above). Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is the unit leader.


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====Imperial Special Forces====
====Imperial Special Forces====


 
Another elite spec ops squad for the Empire, super sneaky squad rocking '''Infiltrate''', '''Marksman''' and, '''Reliable 1'''. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. There's also the unique Inferno Squad, which is a single two wound guy who must be accompanied by Del and Gideon (see heavy weapon upgrades, below), and he comes with 2 black dice when shooting and '''Retinue: Iden Versio''' (they get a free Aim or Dodge token when they start the activation phase near Iden).
Another elite spec ops squad for the Empire, super sneaky squad rocking '''Infiltrate''', '''Marksman''' and, '''Reliable 1'''. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. A squad of 3 can be taken as Inferno Squad (Must include Hask and Meeko)a unique unit with 2 wound per member, 2 black dice when shooting and '''Retinue: Iden Versio'''.
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Upgrade Cards
Upgrade Cards
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'''Heavy Weapon Upgrades (x1 Slot)'''
'''Heavy Weapon Upgrades (x1 Slot)'''


''Gideon Hask'' (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 '''Coordinate: Corps Trooper''' rule. Also has a range 1-3 attack doing 2 red dice.
''Gideon Hask'' (38 pts. errata'ed to 29) - 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 '''Coordinate: Corps Trooper''' and the '''Leader''' rule, making him the new squad leader. Also has a range 1-3 attack doing 2 red dice. If you're not taking Inferno squad, he's probably best taken in Snowtroopers or Stormtroopers so you can get maximum use of his Coordinate (his Coordinate combines with the Shoretrooper Coordinate, meaning you have to choose which one to use each turn- you don't get to do both).
 
''Del Meeko'' (38 pts. errata'ed to 25) - Unique. Can be taken by a corps unit. Adds 2 Wounds to the unit he joins, and he comes with '''Repair 2: Capacity 1''', '''High Velocity''' and '''Lethal 1''' (spend an aim to gain '''Pierce 1'''). Del has a range of 1-5 with 2 black dice. You're basically getting a decent sniper with a random ability to fix vehicles once per game. The lethal is just one more thing that needs to eat Aim tokens, so he too might be better off in a Corps unit (especially Snow or Storm so he still has offensive surge on those black dice) unless you're taking Inferno squad.


''Del Meeko'' (38 pts.) - Unique. Can be taken by a corps unit. Adds 2 Wounds to the unit he joins, and he comes with '''Repair 2: Capacity 1''', '''High Velocity''' and '''Lethal 1''' (Spend an aim to gain '''Pierce 1'''). Del has a range of 1-5 with 2 black dice
''T-21 Special Forces Trooper'' (29 pts. errata'ed to 27) - adds an extra body with a T-21 blaster that does 4 white at range 1-3 with '''Critical 2'''. Not a bad choice if you're not shelling out the points for Del or Gideon; of course, it's the only way to get an extra body in your squad aside from Del and Gideon. The white dice aren't great but Critical 2 is quite handy.


'''Training Upgrades (x1 Slot)'''
'''Training Upgrades (x1 Slot)'''


''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  
''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but where these guys have Infiltrate, it's probably smarter to just deploy in heavy cover.


''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free.
''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad, although Courage 2 means suppression isn't that big of an issue for them.


''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.
''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If you want them hunting characters or tauntauns, a good choice for free aims to use with Marksman.


''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3.
''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. It's not bad but ideally these guys don't want to be on Standby.


''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. S
''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. These aren't really a melee unit. Pass.


'''Comms Upgrades (x1 Slot)'''
'''Comms Upgrades (x1 Slot)'''


''Comms Jammer'' (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself).  
''Comms Jammer'' (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Probably not all that useful considering they're a shooting-oriented unit.


''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 "passes" the order doesn't get one.  
''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 "passes" the order doesn't get one. If these guys are receiving an order, you probably want them to keep it...


''HQ Uplink'' (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.   
''HQ Uplink'' (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.   


''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander.  
''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. If you're going to lean on Infiltrate and deploy far from your commander, not a bad option.


'''Gear Upgrades (x1 Slot)'''
'''Gear Upgrades (x1 Slot)'''


''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.
''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not all that useful since you want them aiming/shooting, not spending an action giving an aim to someone else.


''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. 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.
''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. 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.


''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain.
''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. These guys are at their best sitting in heavy cover and blasting fools, so... maybe have it just in case you want to make a last minute objective grab?


''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds.
''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If climbing is your thing, go for it.


''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy.  
''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. You have infiltrate, but if there's a juicy piece of heavy cover nearby that you couldn't infiltrate into, this can help.


''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token.
''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering they are a shooty unit but you also want to use aim tokens for Marksman so you wouldn't be using it then.


'''Grenade Upgrades (x1 Slot)'''
'''Grenade Upgrades (x1 Slot)'''


''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover.
''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover. Not terrible but you generally don't want to be close enough to use them.


''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge.
''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. See concussion grenades above.


''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1.
''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. If they somehow get close to a non-flying armored vehicle, sure. But how often is that going to happen?


''Smoke Grenades'' (6 pts.) - Use an action to gain '''Smoke 1''', 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).  
''Smoke Grenades'' (6 pts.) - Use an action to gain '''Smoke 1''', 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).  
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Stuff
These guys are the Empire's analog to Rebel Pathfinders. They excel at using infiltrate to start out in a good defensive position, and then just sitting there blasting at enemies and not dying easily. They're slightly cheaper than Death Troopers (including T-21 they're 95 points to the 106 for DLT-19D Death Troopers) and are slightly worse for it- but you're getting a little more flexibility out of the ISF. The ISF also work nicely with Iden, especially Inferno Squad- they love her 3-pip command in particular. So if you're running Iden, consider fielding at least one squad of ISF/Inferno squad.
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====[[All_Terrain_Soup|AT-ST]]====
====[[All_Terrain_Soup|AT-ST]]====


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.
At <s>195</s> 155 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.
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Upgrade Cards
Upgrade Cards
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'''Pilot Upgrades (x1 Slot)'''
'''Pilot Upgrades (x1 Slot)'''


''General Weiss'' (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 ''ALL'' of them.
''General Weiss'' (10 pts. errata'ed to 5 pts) - Unique; gain '''Arsenal 2''' as a free action (errata removed Exhaust). 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 ''ALL'' of them. 10/27/21 errata also added the '''Field Commander''' keyword, which allows it to use generic command cards as though it were a commander, among other things. The errata was kind to the poor general, and he's now a solid choice, especially if you shell out for all the weapons upgrades. Note that because it costs a free action to gain his Arsenal 2, using him can trigger things like Standby or Detonate before you can actually fire. Just puttin' that out there.


''Imperial Hammers Elite Armor Pilot'' (10 pts.) - gain offensive critical surge. Considering the firepower you can throw down with the AT-ST, this isn't a bad choice.  Not only do you get offensive surges, but they ignore cover and Dodge tokens.
''Imperial Hammers Elite Armor Pilot'' (10 pts.) - gain offensive surge. This has been pretty much a "must have" since it was first released.


''First Sergeant Arbmab'' (5 pts.) - gain a free Aim Token after making a standard move. Yes please.
''First Sergeant Arbmab'' (5 pts.) - Unique; gain '''Tactical 1''', which gives a free aim token when you move. Also a pretty good choice, especially if you don't have the points for the Hammers.
 
''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (see General Weiss, above) and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice, although she arguably fits better on a GAVw.


'''Hardpoint Upgrades (x3 Slots)'''
'''Hardpoint Upgrades (x3 Slots)'''


''88 Twin Light Blaster Cannon'' (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're in one attack pool, it'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.
''88 Twin Light Blaster Cannon'' (20 pts. errata'ed to 10 pts.) - adds an extra gun throwing 1 red, 1 black, 1 white with Impact 1 and Fixed: Front. You want this. It stacks beautifully with the main gun, although its range is slightly shorter.


''AT-ST Mortar Launcher'' (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.
''AT-ST Mortar Launcher'' (10 pts. errata'ed to 5 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. But the low cost, suppressive, and long range means it'll be pretty useful in the early game- plus you can always split fire if necessary. If you're taking General Weiss, you're taking this.


''DS-3 Concussion Grenade Launcher'' (15 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover)Range 1-2. When you get up close and don't want to deal with Emperor's enemies hiding behind cover, this is your remedy.
''DS-3 Concussion Grenade Launcher'' (15 pts. errata'ed to 8 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover) and Range 1-2. When you get up close and don't want to deal with Emperor's enemies hiding behind cover, this is your remedy.


'''Comms Upgrades (x1 Slot)'''
'''Comms Upgrades (x1 Slot)'''


''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders.
''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. This is gunboat and wants to blast stuff from range.


''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 "passes" the order doesn't get one.
''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 "passes" the order doesn't get one. If this guy's getting an order, you probably want it to keep it. Pass.


''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself.
''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers's 3-pip, you can use it twice!


''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order.
''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands).


''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn't help with how most command cards don't allow you to order vehicles.  
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Tactics
Tactics
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It's [[Dreadnought|a walking tank covered in guns]]. And it looks cool. What more do you want?
*'''Alternative take''':  
*'''Alternative take''':  
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they'll try and take it out before you can take those guns for a spin.
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they'll try and take it out before you can take those guns for a spin.
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====TX-225====
====TX-225 GAVw Occupier Combat Assault Tank====
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one.   
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one.   
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'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 <span style='color:red> red </span> dice on targets. It can also transport a whole unit of your choice.
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't careful. <s>Forty points</s> 15 points (thanks 10/27/21 errata) 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 <span style='color:red> red </span> dice on targets. It can also transport a whole unit of your choice. You also get red defense dice, which an AT-ST doesn't, so hits that get through your Armor are less likely to stick.  
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Upgrade Cards
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'''Pilot Upgrades (x1 Slot)'''
'''Pilot Upgrades (x1 Slot)'''


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...
''General Weiss'' (10 pts. errata'ed to 5 pts.) - Unique. <s>exhaust</s> Free action to gain '''Arsenal 2'''. Stacks with your existing Arsenal 2 for Arsenal 4. Somewhat overkill as the most guns you can have is 3... but the 10/27/21 errata also added the '''Field Commander''' keyword, which allows the tank to act as your commander when using non-character specific command cards like Ambush, and allows it to actually be a commander if you don't field one. Not a terrible choice and opens up interesting new options for your army, although Governor Pryce (see below) may be the better option. Note that using a free action to gain his Arsenal 2 can be used to trigger Standby or Detonate- not a huge deal but worth remembering.


Imperial Hammers Elite Armor Pilot (10 pts.) - gain offensive critical surge. This isn't a bad choice. Not only do you get offensive surges, but they ignore cover and Dodge tokens.
''Imperial Hammers Elite Armor Pilot'' (10 pts.) - Unique. Gain offensive critical surge. A good choice since you don't have surge. Those red dice are now hitting almost 90% of the time and the black dice jump from 50% to 63%. Not bad.


First Sergeant Arbmab (5 pts.) - gain a free Aim Token after making a standard move. Yes please.
''Governor Pryce'' (10 pts. errata'ed to 5 pts.) - Unique. Gain '''Field Commander''' (see General Weiss, above) and as a free action a friendly trooper unit within range 1-2 (or being transported) gets a free Aim and a suppression. This is not a bad choice, especially if you're transporting an E-Web.


''First Sergeant Arbmab'' (5 pts.) - gain '''Tactical 1''', which gives free aim tokens after each move. Aims are never a bad choice.


'''Hardpoint Upgrades (x1 Slot)'''
'''Hardpoint Upgrades (x1 Slot)'''
''DLT-19 Rifle Pintle'' (18 pts.) - adds a gun with range 1-4, doing 2 red with '''Impact 1'''. A nice anti-tank gun to stack with your main gun, but less useful if your opponent didn't field any tanks. Still, it's long range with red dice, so it's worth considering.
''RT-97C Rifle Pintle'' (14 pts.) adds a gun with range 1-4, doing 1 red and 3 white. Basically cheap extra dice to add to whatever else you're attacking with.


'''Comms Upgrades (x1 Slot)'''
'''Comms Upgrades (x1 Slot)'''


''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders.
''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. You probably don't want the tank close enough for this to be useful.


''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 "passes" the order doesn't get one.
''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 "passes" the order doesn't get one. If this tank is actually getting an order somehow, you probably want it to keep it. Pass.


''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself.
''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Always a decent choice.


''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order.
''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. If you can find a way to reliably get orders to this thing, it could be very useful. But Arbmab (see Pilot upgrades, above) might be a better choice.


''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Probably not going to be useful most of the time. Pass.
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Tactics
Tactics
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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 <s>360°</s> (<i>You only get a 360° pivot with Full Pivot</i>) 90° 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.
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 <s>360°</s> (<i>You only get a 360° pivot with Full Pivot</i>) 90° 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 don't 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.


This model also seems quite slow with Speed-1, but it's large base size improves its speed significantly. However, the size of the base can also make this model hard to maneuver, so beware of getting stuck.
This model also seems quite slow with Speed-1, but it's large base size improves its speed significantly. However, the size of the base can also make this model hard to maneuver, so beware of getting stuck.
With the rules update in November 2020, this thing got a boost. It can transport an emplacement trooper unit, notably an E-Web. The E-Web can fire out of the tank while ignoring its own ''Fixed: Front'', and can be shot at, but it also gets heavy cover. If you're familiar with the military term "[https://en.wikipedia.org/wiki/Technical_(vehicle) technical]", the Empire can now do that. And it's kinda good.
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====LAAT/le Patrol Transport====
It's basically a TIE Blackhawk helicopter. It costs 105 pts. (errata'ed down from its original 120) base, and comes with a slew of keywords. It has '''Armor''', '''Arsenal 2''', '''Cover 1''', '''Hover: Air 2''', '''Immune to Blast, Melee, and Range 1 weapons''', and it's a '''Transport 1: Closed'''. So it's an armored helicopter that is hard to kill and can fire two weapons. It has 8 wounds with a 6 resilience, throwing white, surging dice on defense. For offense, it has twin laser cannons that fire a red and three black at range 1-3 with '''Fixed: Front'''. And it has movement 2 with a rather large base to zip around the table speedily.
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Upgrade Cards
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'''Pilot Upgrades (x1 Slot)'''
''Baron Rudor'' (12 pts. errata'ed to 8 pts) - Unique; you gain Marksman. After you recover, gain an Aim token. It's not terrible, considering you can take Ordnance weapons and can do recover actions to gain an aim and ready the ordnance. Worth considering if you want to use the LAAT primarily as a gunship.
''Imperial TIE Pilot'' (8 pts.) - increase your speed by 1. Now the thing is even faster. Especially worth considering if you are using the LAAT as a bus to airdrop Vader or Palps right into combat.
''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (allows the vehicle to issue orders like a generic commander, and BE a commander if you choose not to field one), and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice especially if you're actually transporting something.
<b>Ordnance Upgrades (x1 slot)</B>
''Armor Piercing Shells'' (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has '''Fixed: Front''', '''Impact 3''', and '''Cycle''' (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead. This is arguably the best choice, as its range corresponds with the main gun, and it makes the thing useful for taking down vehicles.
''High Energy Shells''  (8 pts.) - Exhaust to make an attack with '''Cycle''', '''Critical 1''', '''High Velocity''', and '''Fixed: Front'''. This is at range 2-4, throwing 1 white and 2 red dice. It's your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted ''now''. Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it. Also a good choice for some reliable hits, although it outranges your built-in main gun, and you lose the High Velocity if you fire them at the same target.
''Bunker Buster Shells'' (12 pts) - Exhaust to fire an attack with '''Cycle''', '''Blast''', '''Scatter''', and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your ''interesting'' option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output.
'''Comms Upgrades (x1 Slot)'''
''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Not likely to be all that useful unless you just want to drop off Vader/Palps and then don't have a plan for the LAAT afterward.
''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 "passes" the order doesn't get one. If this is getting an order, you probably want it to keep it. Pass.
''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers's 3-pip, you can use it twice!
''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands).
''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn't help with how most command cards don't allow you to order vehicles.
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Tactics
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As mentioned above, it's basically an armored helicopter. Its firepower is not impressive (although it can be upgraded to be slightly impressive), but it can safely transport your close-ranged units like Vader, Palpatine, IRG, or even Scout troopers right into the beating heart of the enemy so that they can tear it out.
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Latest revision as of 16:55, 22 June 2023

This page is in need of cleanup. Srsly. It's a fucking mess.

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"The Jedi are extinct, their fire has gone out of the universe. You, my friend, are all that's left of their religion."

– Grand Moff Tarkin

Why Play Empire[edit | edit source]

Pros[edit | edit source]

  • The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.
  • You have the AT-ST, one of the best coolest looking vehicles in the game.
  • Versatile Corps choices that allow you to be prepared for any situation.
  • Support choices are solid and will compliment your Corps nicely.
  • Good support leaders that will make your troops even better.
  • Strongest force-users in the game (for the moment- wait until the Republic starts getting more Jedi...) with a lot of killing potential.
  • Death troopers are a thing.

Cons[edit | edit source]

  • Units tend to be higher cost, so you'll have fewer units and upgrades than a Rebel opponent.
  • Stormtroopers have movie quality shooting without buffs.
  • Unless the commander is a force user, chances are their offensive capability is limited at best.
  • Force user commanders move at a snail's pace
  • You're going to need to use white to paint most of these guys, you have been warned.
  • How do you paint Death Troopers if they're all black?

Units[edit | edit source]

Commanders[edit | edit source]

1-2 Selections

The focal point of your army; they often have game changing abilities.

Darth Vader[edit | edit source]

Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it's going to be a few turns before he's doing any damage. However when he does, it is the most terrifying and destructive force you could ever imagine.

At 200 190 points (as of the 10/27/21 update) he's a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and Immune: Pierce awesome- he'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's likely to take a lot of enemy fire to make your opponent think twice.

Master of the Force 1 lets you ready an expended force upgrade token. What'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, Relentless 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 Saber Throw double moving towards the enemy (Saber Throw is also an attack action).

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 Force Reflexes for that dodge token as well as Saber Throw 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.

Lastly, the 10/27/21 rules update made some major changes to Vader. It added that he can take a single Command upgrade. It also added that he has Compel for Corps troopers. This means that when a Corps unit at range 2 or less of him activates and rallies, if the unit is suppressed but not panicked, it can take a suppression token to make a free move. This essentially makes your units into plodding, fearless death machines, as they still get to move and do something else with their remaining action. And with Vader's Courage rating of "-", units within range 3 of him never panic. This is going to make Snowtroopers especially attractive as Vader's companions thanks to their Steady keyword, meaning they are effectively immune to suppression (except they still get the cover bonus!). But even Shores and Storms should find this helpful. Of course, all this power means Vader is going to be even more of a fire magnet than he was to begin with.

Upgrade Cards

Command Cards

Tactics

Director Orson Krennic[edit | edit source]

The man who gets shot more times on screen than anyone else, who 1v1s X-Wings better than 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'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.

His ability Compel 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 "Annihilation Looms" Command Card (see below) later in the game, Compel will let you partially get around losing an action due to being Suppressed ("partially" because you get two actions but the first will be a move). Otherwise, unless you're fighting an enemy who goes for maximum suppression (like a Dooku-oriented Droid army, for example), it's pretty situational as you still have to deal with Panic- although having Commander Vader or even Palpatine around can help mitigate that.

He also has the keyword Cunning- when you reveal one of Krennic's own three Command Cards (see below), if there would be a tie on the pips, he automatically breaks it in his favor. It's nice but nothing earth shattering. And if you're facing someone else who has it, such as Dooku, the effects cancel each other out. Per the movie Rogue One, he'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's within range 2 or less.

A pistol rather than Veers' 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'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's got the same defense as the Rebel scum he is trying to kill. He's also only got Courage 2, so be wary of getting too much suppression.

Upgrade Cards

Command Cards

Tactics

Agent Kallus[edit | edit source]

The dude with the bitchin' sideburns from the Star Wars: Rebels cartoons. In Rebels, he eventually defects and joins the Rebel Alliance; Legion doesn't depict that but he does have a related "Flaw", which we'll get to later.

He's the same base cost as Krennic, but he has the option of taking his J-19 Bo-Rifle for an extra 25 points and... you probably want it because it's really good. He has 6 wounds and 2 courage, not too shabby for a non-Force user, with red defense (no surge) and critical surge on offense. In melee he swings 2 red and he comes with a pistol that has range 1-2, doing 2 black and 1 white with Pierce 1 - but his Bo-Rifle gives him a significant boost in both melee and ranged- his melee becomes 1 red, 2 black, 1 white with Charge, Lethal 1, Immune: Pierce while defending against melee attacks, and Reconfigure; his ranged uses same dice with Lethal 1 and Reconfigure. That's pretty good for a guy who doesn't use the Force, and two of his Commands give him a free Recover action to reconfigure his weapon.

As for his special rules, he comes with Contingencies 2 (set aside two extra command cards in a side deck; after revealing cards during the command phase, you can discard your chosen card to replace it with a contingency card of the same pip value), Cunning (if he uses one of his own commands and there is a tie for pips, his command counts as one pip less to break the tie), Sharpshooter 1, and Tactical 1. Contingencies is a great keyword, as it gives some major flexibility in your command phase. Let's say you just played Assault but it turns out that Coordinated Fire is in your contingency deck and it might be a better choice this turn... swap it out! Cunning also helps insure that you get first go, as long as your opponent doesn't also have it (Count Dooku), in which case they negate each other.

Upgrade Cards

Command Cards

Tactics

Emperor Palpatine[edit | edit source]

The Senate is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade. He moves slower than legislation and lacks Vader's Relentless. Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He'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're within 1-2 of him. Don't let his withered appearance fool you either, he'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's got the same dice as the AT-ST's main gun but with surge to critical, Pierce 2 and suppressive- but half the range. He'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.

Of special note, he's got a unique special ability called Pulling the Strings. 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 Steady, Relentless, or Charge- and those still trigger after the free move granted by Strings. Additionally, none of the actions in question count against the normal actions taken during the unit's actual activation. Imagine Vader using a free move to get into melee and then attack with Charge... then using his normal activation to fight... then using his "Implacable" Command to fight again. IN ONE TURN. That's an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too.

Upgrade Cards

Command Cards

Tactics

General Veers[edit | edit source]

First, at 80 points (reduced to 75 on 10/27/21), he'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's very much a support commander rather than combat, with a modest 3 white attack dice with Pierce 1 at range 1-3 and 2 black in melee with Precise 1 and Sharpshooter 1, so he's best kept in the backfield in cover.

His Inspire 1 ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his Spotter 2 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.

Upgrade Cards

Command Cards

Tactics

Imperial Officer[edit | edit source]

Essentially a worse General Veers. She is 30 points cheaper though, with less fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices. She can use the rule Spotter 1 to give a unit an Range 1 and Aim Token, Inspire 1 to remove a Suppression Token from a unit at range 1, and Sharpshooter 1 to reduce the cover of a unit she shoots at by one level. She punches with a black dice, has an Officer'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.

Note that the Officer's commands can be used by any Empire commander. They're not locked specifically to her.

Upgrade Cards

Command Cards

Tactics

Iden Versio[edit | edit source]

The main character from the story mode on EA's Battlefront 2 video game. She'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's beyond the scope of Legion. For now.

To start, she'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 Pierce 1), and punches for 2 red; she has offensive surge to boot. Her Marksman 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.

She is loaded with special rules since she's a non-Force-using special forces agent. To start, she has Quick Thinking (spend an action to gain both a Dodge and an Aim token) and Nimble (she gains a Dodge token after spending one or more during an attack). Although she's a Commander, her Covert Ops rule allows you to change her to an Operative during deployment, and when you do, she gains Infiltrate, allowing you to deploy her anywhere on the table as long you she's outside of range 3 of all enemy units at the time she deploys (meaning if there's nobody on the board yet, she can deploy literally anywhere....). If you don'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 Loadout 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'd rather have Electrobinoculars? Swap 'em out! Same goes for her weapons- does the TL-50 seem more useful against the droid horde than the sniper? Swap 'em out!

Lastly... She also comes with FOUR command cards. One of them requires her to field her droid buddy ID10, so there's a second card for if you choose not to field it.

Upgrade Cards

Iden's ID10 Seeker Droid (DIo)

Command Cards

Tactics

Operatives[edit | edit source]

0-2 Selections

Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities,

Boba Fett[edit | edit source]

Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 & his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2, Sharpshooter 2 (allowing him to always fully ignore enemy cover), Movement 3 and Jump 2... he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has "Pierce x" roll x amount of extra defense dice, very helpful in some situations.

Fett has an ability called "Bounty" 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.

Upgrade Cards

Command Cards

Tactics

Bossk[edit | edit source]

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. Bossk comes stock with the Bounty 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 Enrage 3, giving him Charge and Courage - when he’s taken 3 or more wounds. He’s an Expert Climber, can Regenerate up to three wounds at the end of his activation, and has the Unhindered rule, ignoring difficult terrain. He strikes with one red, two black and one white dice in close combat, with Pierce 1, and his Relby -v10 Mortar is Range 2-4, one red, four white, with Pierce 1 and Suppressive. White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two. Yeah, he’s a solid beast.

Upgrade Cards

Command Cards

Tactics

Darth Vader[edit | edit source]

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.

Upgrade Cards

Command Cards

Tactics

Corps[edit | edit source]

3-6 Selections

The meat, they hold the line and die in the trenches.

Shore Troopers[edit | edit source]

Beach party crasheres. Our "Veterans" choice. Black dice for close combat, their E-22 Blaster Rifle 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 Coordinate: Emplacement Troopers rule allows them to issue an order to an Emplacement Trooper at range 1 after they are issued an order, and Target 1 gives them an aim token after they are issued an order.

Upgrade Cards

Tactics

DF-90 Mortar Trooper[edit | edit source]

Boom boom. For every Shoretrooper unit you take, you can take one of these. They're a separate unit, but have to deploy close to each other. The Mortar Unit has the Fire Support 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 Reposition rule is free either before or after you make a standard move. They also have Sentinel, giving them a standby range of 1-3. 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, Critical 1, Cumbersome, Suppressive, Fixed: Front. You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.

Upgrade Cards

Tactics

Snowtroopers[edit | edit source]

Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action. This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you're throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice.

Upgrade Cards

Tactics

Stormtroopers[edit | edit source]

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' Spotter ability.

They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k'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.

Upgrade Cards

Tactics

Special Forces[edit | edit source]

0-3

Anything too expensive for the Corps section but too numerous for the operative.

Imperial Death Troopers[edit | edit source]

Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire. 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. Rules wise, they have Disciplined 1, which automatically removes one Suppression Token when they are issued an order, Precise 2, rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and Ready 1, gain 1 Aim Token when you go on Standby. 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. They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.

Upgrade Cards

Tactics

Imperial Royal Guards[edit | edit source]

The red robed guardbois of the Emperor. You don't have to have Palpatine in your army to field them, but it couldn't hurt.

It'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.

Upgrade Cards

Tactics

Scout Troopers[edit | edit source]

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's cover by 1 with the sharpshooter special rule, they can be surprisingly deadly, especially if you upgrade them with Hunter. Scouts also come can also improve light cover to heavy cover with the Low Profile rule, which automatically negates an extra non-critical hit when the unit has cover (so heavy cover negates 3 hits). For 48 points they're not an auto-include but they're definitely useful, but they tend to be overshadowed by other, much superior options in the Empire's special forces options.

Upgrade Cards

Tactics

Scout Trooper Strike Team[edit | edit source]

Heavy Weapon and spotter, with the same keywords and equipment as the regular Scout Trooper squad (see above). Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is the unit leader.

Upgrade Cards

Tactics

Imperial Special Forces[edit | edit source]

Another elite spec ops squad for the Empire, super sneaky squad rocking Infiltrate, Marksman and, Reliable 1. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. There's also the unique Inferno Squad, which is a single two wound guy who must be accompanied by Del and Gideon (see heavy weapon upgrades, below), and he comes with 2 black dice when shooting and Retinue: Iden Versio (they get a free Aim or Dodge token when they start the activation phase near Iden).

Upgrade Cards

Tactics

Support[edit | edit source]

0-3 Selections

Light vehicles, Artillery, and Beasts

74-Z Speeder Bikes[edit | edit source]

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 & Red dice each these guys can make rebel infantry squads cry. With "Cover 1" you can improve your cover by 1, not bad. "Speeder 1" 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.

Upgrade Cards

Tactics

Dewback Rider[edit | edit source]

They ride sand lizards. They have Taser sticks.

Upgrade Cards

Tactics

E-Web Heavy Blaster Team[edit | edit source]

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 & 1 red dice attacks base, range 1-3 and Sentinel (Standby range increased to 3). It'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't fire the main gun- but can fire the crew's E-11 blasters), you're more likely to get where you're trying to go.

Upgrade Cards

Tactics

Heavy[edit | edit source]

0-2 Selections

The other big units to build the rest of the your army around.

AT-ST[edit | edit source]

At 195 155 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.

Upgrade Cards

Tactics

TX-225 GAVw Occupier Combat Assault Tank[edit | edit source]

A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. 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't careful. Forty points 15 points (thanks 10/27/21 errata) 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 red dice on targets. It can also transport a whole unit of your choice. You also get red defense dice, which an AT-ST doesn't, so hits that get through your Armor are less likely to stick.

Upgrade Cards

Tactics

LAAT/le Patrol Transport[edit | edit source]

It's basically a TIE Blackhawk helicopter. It costs 105 pts. (errata'ed down from its original 120) base, and comes with a slew of keywords. It has Armor, Arsenal 2, Cover 1, Hover: Air 2, Immune to Blast, Melee, and Range 1 weapons, and it's a Transport 1: Closed. So it's an armored helicopter that is hard to kill and can fire two weapons. It has 8 wounds with a 6 resilience, throwing white, surging dice on defense. For offense, it has twin laser cannons that fire a red and three black at range 1-3 with Fixed: Front. And it has movement 2 with a rather large base to zip around the table speedily.

Upgrade Cards

Tactics

Unit Upgrade Boxes[edit | edit source]

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 Trooper unit with the proper slots.

Imperial Specialists Personnel[edit | edit source]

Personel Upgrades

Army Building Advice[edit | edit source]

General advice[edit | edit source]

  • Something important to keep in mind is that your commander will more or less determine the kind of army you're going to be running, keep this in mind when making your list.
  • Make sure you have a reliable way of dealing with vehicles no matter the list you're making unless you want to have a bad time.

Melee focus[edit | edit source]

Definitely either run Darth Vader or "it's ya pal" 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'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

Ranged focus[edit | edit source]

If you decide to run General Veers or an Imperial Officer, you'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.

If you're going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19'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.

  • Alternative take:

For your Stormtrooper squads, you could equip 1 or more with HH-12's and impact grenades as with all the re-rolls you're getting, these things can be devastating to vehicles.

  • Alternative alternative take:'

Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.

Suppression Party[edit | edit source]

Thanks to several new units, the Empire has access to a range of new toys that provide the Suppressive rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won't). With careful target selection, you can drive stuff straight off the board from Turn 1. 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't your style.

See Also[edit | edit source]

Star Wars Miniature Games Tactical Guides
X-Wing: Rebel Alliance, Galactic Empire, The Resistance, The First Order, Scum & Villainy, The Galactic Republic, Confederacy of Independent Systems
Armada: Rebel Alliance, Galactic Empire, The Galactic Republic, Confederacy of Independent Systems
Legion: Rebel Alliance, Galactic Empire, Grand Army of the Republic, Confederacy of Independent Systems,