Star Wars: Legion/Tactics/Clones: Difference between revisions
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'''Command Upgrades (x1 Slot)''' | '''Command Upgrades (x1 Slot)''' | ||
''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. | ''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan's Command Cards. | ||
''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 1-4. | ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful. | ||
''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 | ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. Can help your valuable Captain stay alive- and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4... | ||
''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. | ''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. Not terrible but there are better options. | ||
''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. | ''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. | ||
'''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 a terrible choice, especially early in the game if you've used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens... | ||
''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. Also a decent choice considering Rex's low Courage value. | ||
''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. He has "Tactical 1" built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn't really need this. | ||
''Overwatch'' (4 pts.) - Gain | ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Rex's only ranged attack is range 2, so..... hard pass. | ||
''Tenacity'' (4 pts.) - When making a melee attack | ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them. | ||
'''Gear Upgrades (x2 Slots)''' | '''Gear Upgrades (x2 Slots)''' | ||
''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an | ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Not bad for when stuff is still out of Rex's reach but not your clones' reach- especially considering it allows them to move and fire and still have an Aim. | ||
''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. | ''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. | ||
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''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. | ||
''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. Stacks with Rex's built-in Recon, which then works with Rex's built-in "Recon Party" ability. A free speed 2 move for Rex and two trooper units before the game starts? Hell yeah! Pretty much a "must have". | ||
''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. At most, he throws 3 red dice, which have a high probability of hitting anyway. Not really worth taking. | ||
'''Grenade Upgrades (x1 Slot)''' | '''Grenade Upgrades (x1 Slot)''' | ||
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''Impact Grenades'' (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. | ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. | ||
''Smoke Grenades'' (6 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader ( | ''Smoke Grenades'' (6 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (smoke tokens improve cover by 1 to units near them). | ||
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Command Cards | Command Cards | ||
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(3 pip) ''We're Not Programmed'' - [4 Clone Troopers] - Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers. | (3 pip) ''We're Not Programmed'' - [4 Clone Troopers] - Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers. The Recover part seems a bit puzzling considering he doesn't really have anything that requires readying (basically just the Smoke Grenades, if you took them), although it can remove any Suppression tokens so it's not totally weird. Inspire 2 and Surge tokens are pretty nice though, and you get four order tokens too (don't forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics... | ||
(2 pip) ''Eat this, Clankers!'' - [2 Troopers] - When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the "gather a attack dice pool" step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4). | (2 pip) ''Eat this, Clankers!'' - [2 Troopers] - When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the "gather a attack dice pool" step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4). Not bad for the early game, having your clones take long range pot-shots at enemy units before those enemy units can fire back. Unfortunately since it specifies that they must have an Aim token, they're probably going to have to do an Aim action before making the attack (unless they get an Aim token some other way, like a different unit using Electrobinoculars to gift one). | ||
(1 pip) ''You Can Call Me Captain'' - [Clone Captain Rex] - Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to that attack. | (1 pip) ''You Can Call Me Captain'' - [Clone Captain Rex] - Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to that attack. For one turn, Rex becomes a short-ranged machine gun that's hopped up on goofballs. Note however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won't add his built-in critical surge or sharpshooter. But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he's within range. Just make sure he's the last unit you activate because he has to have his face-up order token to do it. | ||
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Revision as of 17:30, 14 December 2019
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Why Play The Grand Army of the Republic
You like storm troopers but also hate painting white. Being able to customize your troopers based on your favourite colors is a nice bonus.
Pros
- Jedi
- You get to play the "Space Marines" of Star Wars
- If Obi-Wan is in your army, which is very likely, you get to say "Hello There."
- Your units hit hard and are exclusively rocking red dice for saves.
- You (will as of writing) have access to lots of tokens. Dodge, Surge, and Aim tokens will be able to push your units above what they are capable of on their own.
- Token Sharing. A unique ability that makes Clones behave more like a massive single unit, as opposed to several separate troopers going about their business. Single Clones left alive from a unit can become token factories for the rest of your army.
- Wombo-Combo potential is strong with this army. Obi-wan and Rex together can be a mean combo.
Cons
- Most of your cool stuff is too big for this game.
- Your army is expensive. Very expensive. You will usually be out-activated if you build an army with anything but bare-minimum core troops and support
- Dependance on Surge Tokens to get the best out of your units.
- Your army is very susceptible to bad dice. Every casualty hurts, and a string of back luck can result in a cascade effect amongst your army.
- Painting white armor can be difficult. There are tutorials online how to do it well, just be prepared to lose a few clones to practice runs.
Faction Special Rules
- Clone Trooper: Clone Trooper units within range 1 and line of sight of another clone unit can share green tokens (eg dodge, aim, standby, etc) with each other. So if a Clone trooper unit has a dodge token, and a nearby clone unit gets shot, the shot unit can use that dodge token as if they had it themselves. Gives a little extra tactical flexibility to your squads.
Units
Commanders
1-2 Selections.
Obi-Wan Kenobi
The man so great, just saying his name is a meme.
Upgrade Cards
Force Upgrades (x2 Slots)
Unaligned Powers
Battle Meditation (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using "Knowledge and Defense".
Force Guidance (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. This one's pretty good.
Force Push (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Handy for shoving enemy units into the open or within charge range. Always a good option.
Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a "must have", as Jedi need dodge tokens to trigger Deflect.
Saber Throw (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). Obi-Wan doesn't have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black- and it comes with Critical 2, Impact 2, and Pierce 2). But Obi-Wan doesn't have Relentless so he still has to use an attack action to use it. If you're trying to get Obi-Wan to charge things (hint: you should), this could slow him down.
Light-side Powers
Hope (3 pts.) - Gain Inspire 1, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but you only have two Force slots on Obi, and there are other good options. If you're facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it.
Jedi Mind Trick (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not very useful against Droids, since they are basically immune to suppression, can be useful against other forces, although the range is short.
Command Upgrades (x1 Slot)
Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Worth taking, especially since Clones can share the tokens...
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the small table size (unless you're playing on a larger table, or you're worried your BARC is going to wind up out of the normal range).
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. Never take this on Obi-Wan. The rules state that a unit with Guardian cannot "guard" a friendly unit that also has Guardian. Obi-Wan has Guardian built-in- meaning he literally cannot benefit from this, and it only triggers when Obi-Wan defends, so it won't help anyone else either.
Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool. Meh. There are better options considering the cost.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. If you're playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don't get Suppressed.
Training Upgrades (x1 Slot)
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan's got a solid defense already and then Deflect on top of that. There are better options for less points.
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. Worth taking.
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. Obi-Wan has no ranged attack unless you take Saber Throw, and even then it's only range 2... pass.
Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the ones most worth taking.
Command Cards
(3 pip) General Kenobi - [Obi-Wan Kenobi & 2 Units] - When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it. Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you.
(2 pip) Knowledge and Defense - [2 Troopers] - Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. Useful for that one turn where you really need Obi-Wan to survive. Don't forget that he can use the dodges to Deflect while using Soresu Mastery too...
(1 pip) Hello There - [Obi-Wan Kenobi] - Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. Similar to "Knowledge and Defense", it helps Obi-Wan be the bad ass he was in Revenge of the Sith. Plus it's a meme, and that's always fun.
Tactics
Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don't hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 3/6 chance to save against wounds, with a 1/6 chance to deflect damage back is usually a better idea than depending on your expensive unit's base saves.
As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone's Fire-support. With abilities stacking onto themselves, this results in Obi-Wan's impact and pierce being given to an entire unit of clones' shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A, rocking critical 1 for this particular tactic. All the stacking of abilities.
Obi-Wan at a glance:
- Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift. Note however that if the attack in question has Pierce, Immunity to Pierce does not work and Obi-Wan will be absorbing those Pierce hits (interestingly, he absorbs them first, and leftovers, if any, go against the original target).
- Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan's Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens.
- Accidental Offense: Using Obi-Wan's Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won't put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing. Defending your doods.
Clone Captain Rex
Worth the same points as a fully kitted out Phase I Trooper unit, but easily worth the cost.
Upgrade Cards
Command Upgrades (x1 Slot)
Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan's Command Cards.
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful.
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. Can help your valuable Captain stay alive- and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4...
Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool. Not terrible but there are better options.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression.
Training Upgrades (x1 Slot)
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially early in the game if you've used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens...
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering Rex's low Courage value.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. He has "Tactical 1" built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn't really need this.
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. Rex's only ranged attack is range 2, so..... hard pass.
Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them.
Gear Upgrades (x2 Slots)
Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Not bad for when stuff is still out of Rex's reach but not your clones' reach- especially considering it allows them to move and fire and still have an Aim.
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.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Stacks with Rex's built-in Recon, which then works with Rex's built-in "Recon Party" ability. A free speed 2 move for Rex and two trooper units before the game starts? Hell yeah! Pretty much a "must have".
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. At most, he throws 3 red dice, which have a high probability of hitting anyway. Not really worth taking.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (smoke tokens improve cover by 1 to units near them).
Command Cards
(3 pip) We're Not Programmed - [4 Clone Troopers] - Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers. The Recover part seems a bit puzzling considering he doesn't really have anything that requires readying (basically just the Smoke Grenades, if you took them), although it can remove any Suppression tokens so it's not totally weird. Inspire 2 and Surge tokens are pretty nice though, and you get four order tokens too (don't forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics...
(2 pip) Eat this, Clankers! - [2 Troopers] - When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the "gather a attack dice pool" step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4). Not bad for the early game, having your clones take long range pot-shots at enemy units before those enemy units can fire back. Unfortunately since it specifies that they must have an Aim token, they're probably going to have to do an Aim action before making the attack (unless they get an Aim token some other way, like a different unit using Electrobinoculars to gift one).
(1 pip) You Can Call Me Captain - [Clone Captain Rex] - Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to that attack. For one turn, Rex becomes a short-ranged machine gun that's hopped up on goofballs. Note however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won't add his built-in critical surge or sharpshooter. But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he's within range. Just make sure he's the last unit you activate because he has to have his face-up order token to do it.
Tactics
Rex is a close range gunslinger that your clones will be happy to call Captain. With Gunslinger, Tactical 1, Sharpshooter 1, Scout 1, and Scouting Party, Rex can carry his own in a firefight, as well as support his troopers. Sporting 3 red dice on his range 2 pistols, and 2 red dice in melee, he isn't afraid to get up close and personal to enemy units. Naturally surging to crit only adds to his ability to shoot above his weight. Being 90 points base puts him on par with a kitted out clone trooper unit, but he is easily worth the cost.
His new to Legion ability, "Scouting Party", allows him to give 2 trooper units within range 2 the ability to scout move the same value as him. Put simply, he lets 3 units (including himself) Scout for the price of 1. Adding in the 2 point upgrade Recon Intel allows all 3 of these units to perform a free move before the game begins. Do not forget the fact that Rex will start with a shareable Aim token after this scout move, thanks to Tactical 1, means that often you will have a strong forward position.
Important things to remember about him:
- 5 wounds: He will not enjoy being focused fired for a particularly long period of time. He isn't a slouch, but he is not a tank.
- Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as if Obi-Wan was the commander nearby.
- Recon and Recon Intel: Recon Intel is a no-brainer upgrade for him. Just do it. Being able to have 2 units of clones getting a free movement with him is not to be underestimated.
- Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him.
- Range 2: He is a relatively short ranged hero, and will require some finesse to get the most out of him offensively. His 1 Pip card can be potentially devastating over the course of a turn, but it requires him to get into the teeth of enemy forces. Keep this in mind when tossing him around the battlefield.
- 3 Pip card: His 3 Pip card is fairly unique, allowing 4 Clone Trooper units to be issued an order. This combos well with Aggressive Tactics, spreading surge tokens around to units that enjoy having a surplus of them. On top of this, Rex being able to recover for free, as well as gaining Inspire, is a much needed boon for Clone troopers, that otherwise lack many sources of inspire and clearing suppression.
Operatives
TBD
Corps
3-6 Selections.
Phase 1 Clone Troopers
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
DC-15 Phase I Trooper (30 pts.) - Adds a clone with a Range 1-4 gun. It has 2 red attack dice, and Critical 1.
Z-6 Phase I Trooper (25 pts.) - Adds a clone with a range 1-3 minigun. Cool. Fires 6 white dice (or the same as a whole squad of B1s for 11 points less).
(Currently on Pre-order)
DP-23 Phase I Trooper (27 pts.) - Adds a clone with a Range 1-2 gun. It has 2 black and 1 white attack dice, and Pierce 1.
RPS-6 Phase I Trooper (?? pts.) - Adds a clone with a Range 2-4 rocket launcher. No official word on the damage, but it will have Cumbersome and Impact 2.
Personnel Upgrades (x1 Slot)
Phase I Clone Trooper (13 pts.) -
(Currently on Pre-order)
Phase I Clone Captain (?? pts.) -
Phase I Clone Specialist (?? pts.) -
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.
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.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).
Tactics
Currently Clone Troopers are an expensive combination of Rebel shooting and Stromtrooper armor. This is reflected in their price per unit/model. As of writing (Early November 2019), they lack very much versatility in what they do. They have the option to share tokens amongst multiple units of Clone Troopers, and can offer Fire Support to each other, making Suppression a little less important to their activations. The shown abilities of the Clone Trooper Captain and Specialist look to be a no-brainer upgrade for them, giving them more options to ignore suppression in its entirety, and generate tokens without having to sacrifice activations to do so. They bring the already high price point of the unit up, but without question make them much more worth bringing.
Phase 2 Clone Troopers
(Currently on Pre-order)
8 more points a squad nets you one more Courage, Reliable, and a Training slot over your basic Phase I Clone Troopers.
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Z-6 Phase II Trooper (?? pts.) -
Phase II Mortar Trooper (?? pts.) -
Personnel Upgrades (x1 Slot)
Phase II Clone Trooper (15 pts.) -
Training Upgrades (x1 Slot)
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.
Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.
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.
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.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).
Tactics
How best to use them goes here.
Special Forces
Up to 3 Selections
TBD
Support
Up to 3 Selections.
BARC Speeder
Upgrade Cards
Comms Upgrades (x1 Slot)
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders.
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.
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself.
Linked Targeting Array (5 pts.) - Gain Target 1, allowing you to get a free aim token when the equipped unit is issued an order.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander.
Crew Upgrades (x1 Slot)
BARC Ion Gunner (28 pts.) - Puts a clone with an Ion gun in the sidecar. Reduces your maximum speed by 1.
BARC Twin Laser Gunner (30 pts.) - Puts a clone with a machine gun in the sidecar. Reduces your maximum speed by 1.
BARC RPS-6 Gunner (24 pts.) - Puts a clone with a rocket launcher in the sidecar. Reduces your maximum speed by 1. Currently, this is the only one that doesn't have Fixed:Front, Rear restrictions.
Tactics
A fast and potentially heavy hitting repulsor vehicle, having the ability to take a side car with a flexible selection of gunners means you can customize this unit to fight various types of threats. Ironically, bringing a side car to slow it down can be seen as a bonus, allowing the vehicle's compulsory move to not send it screaming across the board. Sporting a Red Dice for defense, this allows the speeder to take more damage than its contemporaries. Having Cover 1 only adds icing onto this cake. 2/3 of the Side-Car options are locked firing arcs, with only the RPS-6 being exempt from this. While expensive when kitted out, upgrading with HQ uplink or Linked Targeting array can give you the most bang for your buck with this particular speeder. Generally, its role on the battlefield will be determined by what the side-car has been upgraded to. The naked bike is fairly lack-luster, sporting a red, black, and white dice for offense. It does however sport the ability to surge to hits, which can make for some hillarious fire-support bombs,
Heavy
Up to 2 Selections.
TX-130 Saber-class Fighter Tank
(Currently on Pre-order)
Upgrade Cards
Upgrade cards go here.
Tactics
How best to use the tank goes here.
Unit Upgrade Boxes
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. Yours are Pending.