Star Wars: Legion/Tactics/Rebels: Difference between revisions
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====Sabine Wren==== | ====Sabine Wren==== | ||
A powerful Mandalorian warrior who fancies herself an artist. She's a powerful damage dealer who also has the potential to survive a great amount of return damage. | |||
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1 Pip: "Explosions!" - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her. After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after a friendly unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover. | |||
A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn't spectacular but a red | |||
2 Pip: "Symbol of Rebellion" - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a "graffiti token" on the battlefield. | |||
Allows her to get back her shields and any exhausted cards, plus she can clear out any suppression tokens she may have. The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less. | |||
Not a bad way to give your troops a slight morale boost while doing the opposite to your foe. | |||
3 Pip: "Legacy of Mandalore" - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token. | |||
Very nice way of giving Sabine a boost. Don't forget that she's an Operative herself, so it would trigger the free token too. | |||
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Tactics | Tactics | ||
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It should be pretty obvious how best to use Sabine- she's a fast-moving combat monster, and when armed with the Darksaber she's nearly on par with any lightsaber-wielding fool. Even when not in melee, she can thin enemy units with her blaster pistol (one of each color attack dice), which she can fire twice (at different targets) due to Gunslinger. Thanks to her Mandalorian armor, she's actually slightly tougher, since she throws red defensive dice, and has built in defensive surge, Nimble, and Impervious- and that's before you give her a personal energy shield (which, unfortunately, doesn't automatically recharge like Droideka shields). That said, she doesn't have Charge or Relentless, so she'll need to maneuver carefully to get into melee and still be able to swing that Darksaber. | |||
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Revision as of 18:44, 14 December 2019
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Why Play Rebels
Pros
- Better infantry shooting.
- Cheaper units on average.
- Han solo, the infantry killing machine
- All around, one of the strongest and most competitive armies that make it to tournaments. The rebels have many abilities that both let you keep your troops on objectives, and let them survive.
Cons
- Literally everything in your army (with the exceptions of Luke and Sabine) has white defense dice. literally. everything. Yes Even the Snowspeeder....
- This means that you will be constantly spending actions on dodge tokens without either support commander available for the rebels.
- You will almost always find yourself fielding either too much, or too little Anti-Tank in your lists, and find it equally punishing.
- Without esteemed leader, your heroes are a little too... squishy. And with it, your infantry seem to not stay around as often.
- You're not the Empire.
Units
Commanders
1-2 Selections
The focal point of you army they often have game changing abilities.
Han Solo
An unconventional commander who excels at thinning out enemy infantry squads while playing havoc with the Command Cards.
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.
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.
Improvised Orders (10 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Not a bad choice considering Han's ability to screw with Commands.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Command Cards
0 Pip: "Sorry About the Mess" - [Han Solo] - Counts as having 1 pip for deck-building. When Han is given his order, he also gains one Aim and one Dodge token.
Han shoots first. 'Nuff said. It's the only zero pip Command Card in the game, meaning you will definitely get first activation, and Han gets to use it.
2 Pip: "Reckless Diversion" - [Han Solo and 1 Trooper unit] - When an enemy unit makes an attack, it must attack one of your units with a face-up order token, if able.
Essentially turns Han and one unit into sacrificial lambs. Given that most Rebel units aren't very tough, this can be tricky. Be sure to take advantage of cover and Nimble to ensure your guys stay alive while the rest of your army does the killing.
3 Pip: "Change of Plans" - [Han Solo and 2 units] - When Command Cards are revealed, you may discard this card to force your opponent to return their Command back to their hand; you both redo the Command Phase, and your opponent can't choose the card you just forced them to return.
So Vader is about to Implacable his way into the beating heart of your army and slice it up real good, huh? No, no he's not. Essentially spares you one turn of whatever nastiness your opponent is trying to unleash upon you. Make the best of it!!! Also, since you discard this card, you'll be short one Command for the rest of the battle. Use this one carefully.
Tactics
Han has some decent ability at thinning enemy infantry, thanks to Gunslinger, innate surge to critical, and Sharpshooter. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire twice per turn (at two different targets). He won't wipe out whole squads like, say, anyone carrying a lightsaber, so don't expect him to do that. He's fairly frail, throwing only white dice on defense, although he does have defensive surge, and his Uncanny Luck gives him up to 3 rerolls every time he rolls defense. Where he excels is in screwing with the Commands. He gets some synergy when fielded alongside his friendly walking carpet Chewbacca- see Chewbacca's entry for more info on that.
Jyn Erso
Stardust herself. Has a baton. Errata dropped her points to 110.
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.
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.
Improvised Orders (10 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Armament Upgrade (x1 Slot)
- A-180 Blaster. A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black and a white dice out to range three. In pistol mode it swaps the black dice for reds out to range 2.
Command Cards
fill this in at some point.
Tactics
How best to use him goes here.
Luke Skywalker
One of the first commanders released for the game, this rebel commander really packs a punch. He comes with a variety of abilities, which is where we begin to see the nature of Luke's playability. Jump 1 lets him hop over smaller things like barricades, barrels, and other terrain classified as "height 1" and it perform like a move action, rather than a separate jump action. Oh, what's that? This isn't the reason Luke is so strong? You'd be correct. Luke's next ability is what arguably makes him so powerful. Charge. This standalone ability is what really can shake up your opponent. It allows Luke to perform a free melee attack after he performs a move action, though not more than one per turn, just like everyone else (unless you see below for his command card Son of Skywalker of course...) which means as Luke is a medium-speed character, he is much more of a mobile threat than other characters. He also has the other standard lightsaber character abilities, with deflect and immune: pierce coming in handy more than once in a game. AKA he is your best chance at dealing with Vader (relatively), or other characters with pierce.
All said and done, Luke is a very strong character. But where he really shines, is in his command cards:
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.
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.
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.
Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action.
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).
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.
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.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Command Cards
1 Pip: Son of Skywalker - Nominating only Luke, after Luke performs his first attack, he may perform one additional attack.
Say it with me now. awesome. There is no other character, save for Darth Vader, who can put out this much attack potential in one turn. And since this is free right after he attacks, it is even considered superior to Darth's 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations.
2 Pip: My ally is the Force - Nominating 2 troopers, whenever a friendly trooper is issued an order, it gains 1 dodge token.
So, this card is an interesting one as well. Most often than not, you'll be issuing one of those 2 orders to Luke, in order to get the most out of his deflect ability. Now what you might not recognize is how well this synergizes with Han and Chewie's partnership ability, which means when you give one to Han, you give a free one to Chewie as well, and vice versa. It also allows you to issue order to troops that would otherwise receive one, if you've given Luke the battle meditation or some troops the HQ uplink upgrade (but don't give them the HQ uplink its a waste) but battle meditation is a very interesting upgrade, and if you take this 2-Pip card in your hand, it may very well be a good consideration.
3 Pip: Return of the Jedi - Nominating Luke Skywalker and 2 units, when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token.
Luke seems to be all about those dodge tokens. And for good reason too. His innate deflect ability makes him a great commander to keep alive since he will be usually stationed near your troops. AKA keeping your troops within range 1-3 of him is usually what you're going to be doing, which means that this card is almost always useful. Especially useful at countering Darth Vader's command card "master of evil".
Tactics
How best to use him goes here.
Leia Organa
A more traditional commander who excels at short-ranged sniper attacks and making the Rebels around her fight better.
Upgrade Cards
Command Upgrades (x2 Slots)
Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.
Improvised Orders (10 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.
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. A pretty good choice since you'll probably want her gifting Dodge tokens as well.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Command Cards
1 Pip: "Coordinated Bombardment" - [Leia Organa] - At the end of Leia's activation, she calls in up to three long range bombardment strikes at two red dice each and with immunity to deflect.
It's got a very long minimum range of 4, so this is one you'll want to use early in the game or to pick off annoying snipers.
2 Pip: "No Time for Sorrows" - [2 Troopers] - When friendly units are issued orders, they can make a Speed 1 move.
Gives a little extra boost of movement, nothing too exciting. Interestingly, it doesn't specify that the order must be issued by Leia, so it should work with things like HQ Uplinks.
3 Pip: "Somebody Has to Save Our Skins" - [Leia and 2 units] - After Leia activates, you may activate a friendly unit with a face-up Order Token within range 1-2 of her.
Basically lets you skip your enemy's activation once per battle. Can be useful in both delaying an inevitable nasty attack and in helping ensure you do damage where you really want to do it.
Tactics
Leia is a more traditional commander, literally inspiring her troops. Her Take Cover ability allows her to dish out Dodge tokens where needed, so Luke and your Nimble troops don't have to use an action to get one on their own. She's got a nasty little pistol that throws 3 black dice with Pierce 1 and surge to criticals, and her Sharpshooter ability allows her to totally ignore any cover the enemy may be using; in melee she throws the same attack minus Pierce. She's no slouch when dishing out damage. However, like most other Rebels, she's not tough (6 wounds with white defense and defensive surge), and needs to be protected from heavy attack.
Rebel Officer
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.
Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.
Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.
Improvised Orders (10 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool.
Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Command Cards
If I owned this model I would fill this in.
Tactics
How best to use him goes here.
Operatives
0-2 Selections
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities.
Chewbaca
Wookiee first mate.
Nork Deddog but smarter, Vitrix Guard but shootier, Tyrant Guard but with eyes.
Upgrade Cards
Training Upgrades (x2 Slots)
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Command Cards
I own this model, I will fill this in at some point.
Tactics
How best to use him goes here.
Luke Skywalker
(Currently on Pre-order)
Not to be confused with the Commander of the same name.
Upgrade Cards
Force Upgrades (x3 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.
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.
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.
Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action.
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).
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.
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.
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.
Command Cards
I own this model, I will fill this in at some point.
Tactics
How best to use him goes here.
R2-D2
(Currently on Pre-order)
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Command Cards
We can fill this in at some point.
Tactics
How best to use him goes here.
Sabine Wren
A powerful Mandalorian warrior who fancies herself an artist. She's a powerful damage dealer who also has the potential to survive a great amount of return damage.
Upgrade Cards
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 Sentinel, making your standby range 1-3. Do not take this.
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.
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.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Personal Combat Shield(10 Pts.) - Gain Shielded 1 and Recharge 1, one gives you a guaranteed block when active, the other gives you a way to get said block back after you use it. Sabine only.
Electro Grappling Line(5 Pts.) -
Armament Upgrade (x1 Slot)
The Darksaber (25 Pts.) From House Vizsla to Maul, to Sabine, Mandalorian Excalibur is a rather powerful sword putting out five black dice in melee with Impact and Pierce of one each.
Command Cards
1 Pip: "Explosions!" - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her. After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after a friendly unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover.
A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn't spectacular but a red
2 Pip: "Symbol of Rebellion" - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a "graffiti token" on the battlefield.
Allows her to get back her shields and any exhausted cards, plus she can clear out any suppression tokens she may have. The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less.
Not a bad way to give your troops a slight morale boost while doing the opposite to your foe.
3 Pip: "Legacy of Mandalore" - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token.
Very nice way of giving Sabine a boost. Don't forget that she's an Operative herself, so it would trigger the free token too.
Tactics
It should be pretty obvious how best to use Sabine- she's a fast-moving combat monster, and when armed with the Darksaber she's nearly on par with any lightsaber-wielding fool. Even when not in melee, she can thin enemy units with her blaster pistol (one of each color attack dice), which she can fire twice (at different targets) due to Gunslinger. Thanks to her Mandalorian armor, she's actually slightly tougher, since she throws red defensive dice, and has built in defensive surge, Nimble, and Impervious- and that's before you give her a personal energy shield (which, unfortunately, doesn't automatically recharge like Droideka shields). That said, she doesn't have Charge or Relentless, so she'll need to maneuver carefully to get into melee and still be able to swing that Darksaber.
Corps
3-6 Selections
The meat, they hold the line and die in the trenches.
Fleet Troopers
Dakka troops. They are worse at dodging than standard troops and more expensive but throw a lot of dice around an close quarters.
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel 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.
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.
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 him goes here.
Rebel Troopers
They have big rifles and recycle dodges.
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel 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.
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.
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 him goes here.
Rebel Veterans
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel Upgrades (x1 Slot)
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.
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 him goes here.
Special Forces
0-3
Anything to expensive for the Corps section but to numerous for the operative
Rebel Commandos
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
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.
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
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.
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 him goes here.
Rebel Commandos Strike Team
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
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.
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
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.
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 him goes here.
Rebel Pathfinders
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
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.
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
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.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Armament Upgrade (x1 Slot)
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 him goes here.
Wookie Warriors
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Training Upgrades (x2 Slots)
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.
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 him goes here.
Support
0-3 Selections
Light vehicles and Beasts
1.4 FD Laser Cannon Team
Pew.
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Generator Upgrade (x1 Slot)
Barrage Generator (10 pts.) - Exhaust this card to add 2 white dice and Suppressive to your attack with a weapon that has Fixed.
Overcharged Generator (10 pts.) - Exhaust this card to add 1 black die and Impact 1 to your attack with a weapon that has Fixed.
Tactics
How best to use him goes here.
AT-RT
Ironstriders.
Upgrade Cards
Hardpoint Upgrade (x1 Slot)
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Tactics
How best to use him goes here.
Tautaun Riders
Cold weather fast attack.
Upgrade Cards
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.
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Tactics
How best to use him goes here.
Heavy
0-2 Selections
The other big units to build the rest of the your army around.
T-47 Air Speeder
Upgrade Cards
Pilot Upgrades (x1 Slot)
Hardpoint Upgrade (x1 Slot)
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Tactics
How best to use him goes here.
X-34 Land Speeder
Upgrade Cards
Pilot Upgrades (x1 Slot)
Crew Upgrades (x2 Slots)
Hardpoint Upgrade (x1 Slot)
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.
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.
Tactics
How best to use him 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.
Rebel Specialists Personnel
Personel Upgrades
- Rebel Officer
- R5 "Astromech"
- Rebel Coms Tech
- 2-1B Medical Droid
Tactics & Build Help
- Have you tried Taun-Tauns yet?