Star Wars: Legion/Tactics/Empire

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Why Play Empire[edit]

Pros[edit]

  • 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 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 with a lot of killing potential.
  • Death troopers are a thing.

Cons[edit]

  • 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 snails 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]

Commanders[edit]

1-2 Selections

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

Darth Vader[edit]

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 points 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 when he engages an enemy, 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.

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.

Upgrade Cards

Force Power Upgrades (x3 Slots)

Unaligned Powers

Battle Meditation (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.

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.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!

Force Reflexes (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule.

Saber Throw (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.

Dark Side Powers

Anger (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.

Fear (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.

Force Choke (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.

Command Cards

(3 pip) Master of Evil - [Darth Vader & 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what's that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious rape thrown their way. Seriously an awesome card to use Vader's strength in an explosive fashion, because if you're within range 1-2 of any troops anyways, you're going to kill them.

(2 pip) New Ways To Motivate Them - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it's primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.

(1 pip) Implacable - [Darth Vader] - At the end of Darth Vader's first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader's second activation, he performs 1 fewer action. - SMASH that's the sound of Darth Vader spending one very good turn literally curb stomping anyone he's close to. It lets him decimate squads he's in melee with, or throw 2 sabers. OR BOTH! the options aren't limitless, but your power sure will be.

Tactics

  • Another Blaster magnet:

Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he's going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he's toast.

Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or AT-STs. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.

Director Orson Krennic[edit]

A recently new addition to the legion tabletop, Krennic brings a couple 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. Veers' command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game.

His ability Compel lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below...

OH! But not only does Krennic bring Compel to the table, but he also has the keyword Cunning which lets you take priority in the event of command card ties. A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties.

The other trait he has is one seen on emperor pepperoni sorry... palpatine... I'll stop is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic's entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone's slots are full. Krennic's Death Troopers however, are quite strong special forces. See below again for more details.

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 pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.

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. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.

Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool. Pass.

Strict Orders (5 Points) - Oh yeah, now we're talking. Practically an auto-include. Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!

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. Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers. Skip.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Why? In case you whiff all three of your shooting dice?

Command Cards

(3 pip) Annihilation Looms - [Director Orsin Krennic & 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.

(2 pip) Deploy the Garrison! - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can't perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, awesome. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.

(1 pip) Voracious Ambition - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it's a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his "wham bam alakazam" card that turn, just to get ahead of him a little ;)

Tactics

Write to your heart's content!

Emperor Palpatine[edit]

Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.

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). This counts as you attack action for the turn.

Dark Side Powers

Anger (5 pts.) - Gain an aim token every time you take damage.

Fear (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.

Force Choke (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a commander. Makes sure you get that last pesky trooper.

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. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, its situational.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though.

Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool.

Strict Orders (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.

Command Cards

(3 pip) An Entire Legion - [Each Eligible Unit] - No special effect, aside from having issued orders to every single unit on your side of the field.

(2 pip) Give in to Your Anger - [Emperor Palpatine] - You get to choose which trooper unit your opponent get to activate first. Give it an order token from the pool, if it hasn't already got its own. If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.

(1 pip) And Now... You Will Die - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token. Up to 4 attacks a turn (before any other items/abilities)?

Tactics

Write to your heart's content!

General Veers[edit]

First, at 80 points, 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 Upgrades (x2 Slots)

Aggressive Tactics (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.

  • Ok. Here's the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses.

  • Very situational.

Esteemed Leader (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains Guardian 1 (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.)

  • Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it's a good strategy) then this might be a worthwhile investment, especially at only 5 points!

Improvised Orders (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card.

  • This card is 10 points. Most 10 point upgrade cards you'll want to build with certain mechanics in mind in order to get the most out of your leader's buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army's advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.

Strict Orders (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice.

  • mean, it's 5 points. And if you're taking a ton of stormtroopers moving up with Veers, it's not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn't a bad idea.

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, (or command) 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

(3 pip) Imperial Discipline - [General Veers & 2 Units] - When a friendly unit is issued an order it may recover.

Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.

(2 pip) Evasive Maneuvers - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results

This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.

(1 pip) Maximum Firepower - [General Veers] - At the end of General Veer's activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, Impact 2, Immune: Deflect (Deflect cannot be used against you).

Great card. Auto include. It's that opening scene where Veers goes PEW PEW in his AT-AT. Cool.

Tactics

  • Stormtroopers Who Can Hit

Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers' spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.

  • Vehicle SMACKDOWN

There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.

Imperial Officer[edit]

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.

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.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she's joining the vanguard, this could help.

Esteemed Leader (5 pts.) - Friendly Corps units at Range 1 gain Guardian 1. This will help keep your Officer alive longer.

Improvised Orders (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.

Strict Orders (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her Inspire rule.

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. You took this model because they're cheap. Don't ruin a good thing.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. May be helpful, but if she's going to hang back, give it a skip.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. If you expect to be running forward, this will be worthwhile.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.

Command Cards

(3 pip) Coordinated Fire - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer's Spotter rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.

(2 pip) Pinned Down - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit's Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it all over again? Again, locked to the Imperial Faction, so the Officer is optional.

(1 pip) Covert Operations - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent's hand. Hey, it can't hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.

Tactics

Tactics? She's cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.

Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.

Operatives[edit]

0-2 Selections

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

Boba Fett[edit]

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 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 where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.

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 (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.

Command Cards

(3 pip) Z-6 Jetpack Rocket - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has Blast and Impact 2, and has 3 red dice.

(2 pip) ZX Flame Projector - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has Blast and Spray, and has 1 red die.

(1 pip) Whipchord Launcher - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them. During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.

Tactics

  • Alternative take:

While good, for 140 points it could be argued how effective this is to take, especially if you're running an expensive commander like Darth Vader & Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.

    • Alternative alternative take:

Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he's only one model, just be ready to pay for it.

Bossk[edit]

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

Training Upgrades (x2 Slots)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Helps with the lad’s survivability, although we may need clarification on how this stacks with his Enrage rule.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.

Hunter (6 pts.) - Literally has his face on the card! When attacking a wounded trooper unit, get 1 free aim token. Practically mandatory, this will help you collect that Bounty.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3. Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.

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. Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Slow clap for the person who takes this.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Look, if you want to waste your points, go ahead.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. I can dig it. Gets you in to combat faster. But will it be fast enough?

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Bossk chucks a lot of dice in his attacks, not a bad buy.

Command Cards

(3 pip) Lying in Wait - [Bossk] - Bossk gains Sharpshooter 1, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second. Good for when you have to pick off a pesky Commander.

(2 pip) Reptilian Rampage - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!

(1 pip) Merciless Munitions - [Bossk] - Hoo, boy, this one's complicated. For the round you use this card, Bossk gains Arm 1: Dioxis Charge as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk. After he performs this action, he may perform a speed 1 move. Until the end of the game, Bossk gains Detonate 1: Dioxis Charge, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits. After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.

Tactics

Write to your heart's content!

Darth Vader[edit]

(Currently on Pre-order)

Not to be confused with the Commander version of the same guy.

Upgrade Cards

Force Upgrades (x2 Slots)

Unaligned Powers

Battle Meditation (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.

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.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!

Force Reflexes (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule.

Saber Throw (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.

Dark Side Powers

Anger (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.

Fear (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.

Force Choke (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.

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

(3 pip) Darkness Descends - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens. If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains Infiltrate and Scout 1, at the cost of having to deploy Vader last.

(2 pip) Fear and Dead Men - [Darth Vader] - When Vader uses Deflect, the attacker suffers 1 wound for each blank result, instead of each surge result. When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.

(1 pip) Vader's Might - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position. If its an enemy unit, you then get to roll a white defense die for each mini in the unit. The unit suffers a wound for each block or surge result.

Tactics

Write to your heart's content!

Corps[edit]

3-6 Selections

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

Shore Troopers[edit]

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

Heavy Weapon Upgrades (x1 Slot)

T-21B Trooper (32 pts.) - "21B, homie, you can't afford this." Adds a trooper with a range 1-4 gun. It does 2 black, and 2 white dice with Critical 1. At 32 points, this is pretty pricey, but still powerful. If you're taking this, be sure to spend that Aim Token.

Personnel Upgrades (x1 Slot)

FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that can remove up to two wounds tokens from friendly, non-emplacement troopers at Range 1, or can restore 1 mini to such units (if they the minis only have one wound). Doesn't count towards your attack pool. If you're running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass.

R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that can remove up to two wounds, ion, or vehicle damage tokens from a vehicle within Range 1. Doesn't count towards your attack pool. Hey, if you have a vehicle, there's nothing wrong with wanting to keep it alive.

Imperial Comms Technician (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot. If you want a HQ Uplink to guarantee you get that order, sure.

Imperial Officer (20 pts.) - Increases your courage by 1 (to 3), and gives you Inspire 1 (remove a suppression token from another unit at range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient.

Shoretrooper (13 pts.) - It's another Shoretrooper. If you aren't taking the T-21B, you want to take this guy. Another ablative wound won't hurt.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. You are Courage 1. Take this to help your guys wet themselves and Rout.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Your guys won't really be attracting enough fire to justify this, but you could do worse.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Considering we lack surges, this could be helpful.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick 'em on Standby and let the enemy come to you.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Sorry, why are your Shoretroopers in close combat?

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. No, just no.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Can be handy, but if you plan on standing back and shooting, give this a skip.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you plan on going to a climb, you'll want these. Since you'll probably want these guys in a gunline, it's probably a pass.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. We don't have surges and have easy access to Aim Tokens, so an extra reroll isn't a bad idea.

Grenades Upgrades (x1 Slot)

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover. They have their uses, and they're cheap. If you want to get in close, give it some thought.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit. Considering we don't have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?

Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. If you want to hunt tanks, give it a go, but... why?

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

Synergy Intensifies You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar Troopers will help you through their Fire Support rule. Now, importantly, your Coordinate rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking Fire Support, E-Webs carry a lot of firepower, and lack the Mortar's minimum range. For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22's giving black dice at range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free aim token.

DF-90 Mortar Trooper[edit]

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

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. You are Range 3-4. Why are there units within Range 1 of you, again?

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. Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It's situational, but not without merit.

HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.

Long-Range Comlink (10 pts.) - You always count as being within range of your commander. I mean, if your Shoretroopers move away from you, but again, why?

Tactics

'Make sure you are close to your Shoretroopers" No, seriously, Make sure you are close to your Shoretroopers! They throw you a free order when they get an order, and you can use Fire Support to merge your awesome rules, with their awesome firepower. I mean, I suppose you could fire the Mortar by its lonesome... But don't. For upgrades, run 'em naked. Save your points.

Yes this a separate unit, feel free to use them to fill out your troops slots if you are focusing your points elsewhere.

Snowtroopers[edit]

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

Heavy Weapon Upgrades (x1 Slot)

Flametrooper (20 pts.) - Burn, baby, burn. Adds a trooper with... you guessed it, a flamethrower. The attack is only range 1, but does 1 black die for each mini in the unit you attack, and ignores cover, too.

T-7 Ion Snowtrooper (34 pts.) - Adds a trooper with an ion gun. This one has a range of 1-2, 1 black and 2 white dice, and Impact 1 and Ion 1. Currently, the Ion special rule only works on vehicle units. Ion tokens make vehicles that have them lose 1 action for each ion token thy posses, but they lose all such tokens at the end of their activation, but they still can do free actions, if they have them. Expensive, and situational, but a couple of these can shut down a tank, and prevent it from shooting... if you can get in range.

Personnel Upgrades (x1 Slot)

FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that can remove up to two wounds tokens from friendly, non-emplacement troopers at Range 1, or can restore 1 mini to such units (if they the minis only have one wound). Doesn't count towards your attack pool.

R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that can remove up to two wounds, ion, or vehicle damage tokens from a vehicle within Range 1. Doesn't count towards your attack pool.

Imperial Comms Technician (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.

Imperial Officer (20 pts.) - Increases your courage by 1, and gives you Inspire 1 (remove a suppression token from another unit at range 1-2).

Snowtrooper (12 pts.) - Adds another snowtrooper mini. Oh, joy.

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

  • Important thing to note:

Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear.

Stormtroopers[edit]

The bread and butter of the Empire, stormtroopers have an advantage in armor over their Rebel counterparts, 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

Heavy Weapon Upgrades (x1 Slot)

DLT-19 Stormtrooper (24 pts.) - Adds a trooper with a range 1-4 gun that does 2 red dice, and has Impact 1.

HH-12 Stormtrooper (34 pts.) - Adds a trooper with a rocket launcher. Exhaust this weapon to make a range 2-4 attack, and deal 3 black dice for damage with Impact 3. The only drawback is Cumbersome, meaning the unit it's attached to can't move during the same activation you shoot this. Stupid good against armor, though.

Personnel Upgrades (x1 Slot)

FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that can remove up to two wounds tokens from friendly, non-emplacement troopers at Range 1, or can restore 1 mini to such units (if they the minis only have one wound). Doesn't count towards your attack pool.

R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that can remove up to two wounds, ion, or vehicle damage tokens from a vehicle within Range 1. Doesn't count towards your attack pool.

Imperial Comms Technician (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.

Imperial Officer (20 pts.) - Increases your courage by 1, and gives you Inspire 1 (remove a suppression token from another unit at range 1-2).

Stormtrooper (11 pts.) - Adds another stormtrooper.

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

It really can't be understated how shit stormtrooper shooting is, if you're not upgrading these guys with targeting scopes and you're focusing on range then you're doing something wrong.

  • Imperial Officers:

These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.

    • Alternative take:

HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind.

Special Forces[edit]

0-3

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

Imperial Death Troopers[edit]

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. 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

Heavy Weapon Upgrades (x1 Slot)

DT-F16 (22 pts.) - Let me guess; You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.

DLT-19D Trooper (34 pts.) - Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.

Endurance (6 pts.) - At the end of your activation, remove 1 suppression for free. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn't you?) then you know a little suppression never hurt anyone.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.

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. Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.

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. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.

HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?

Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.

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. An easy pass. Two delayed wounds? Death Troops are expensive enough without this.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Technically, this gives your Death Troopers Precise 3. You really want to pay for one more reroll?

Armament Upgrade (x1 Slot)

E-11D Grenade Launcher/Focused Fire Config (8 pts.) - This gun is actually two guns, for the price of one. Neat. When you recover, you may flip the card from one side to another.

Focus Fire Config - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.

Grenade Launcher Config: Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this.

Grenade Upgrades (x1 Slot)

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit. Look, it seems nice, until you realize you’d be within Range 1 of a tank.

Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.

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

Did you take Krennic? No? Okay, here's what you do. Build a time machine, and slap your past self in the face. Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison. One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.

Imperial Royal Guards[edit]

For 75 points these guys are Awesome with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they're Awesome in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black & red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

Electrostaff Guard (25 pts.) - Adds a Royal Guard with... an electrostaff. This mini has to use a melee attack that does 2 black dice. But, when defending against a melee attack, the unit gains Immune: Pierce.

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

Write to your heart's content!

Scout Troopers[edit]

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 defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they're not an auto-include but they're definitely useful.

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

DLT-19x Sniper (28 pts.) - Adds a trooper with a sniper rifle that has range 1- Infinite 5, with 2 black dice, High Velocity, and Pierce 1.

Sonic Charge Saboteur (26 pts.) - Adds a trooper with a bomb. As an action, you can place the bomb token at range 1 and within line of sight of your unit. When you choose to detonate it (a free action) it does 1 red and 1 black dice, with Blast, and Suppressive, as well as converting surge results to crits.

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

Cool loadout idea Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because awesome - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad)

Scout Trooper Strike Team[edit]

Heavy Weapon and spotter.

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

DLT-19x Sniper (28 pts.) - Adds a trooper with a sniper rifle that has range 1- Infinite 5, with 2 black dice, High Velocity, and Pierce 1.

Sonic Charge Saboteur (26 pts.) - Adds a trooper with a bomb. As an action, you can place the bomb token at range 1 and within line of sight of your unit. When you choose to detonate it (a free action) it does 1 red and 1 black dice, with Blast, and Suppressive, as well as converting surge results to crits.

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

Write to your heart's content!

Support[edit]

0-3 Selections

Light vehicles, Artillery, and Beasts

74-Z Speeder Bikes[edit]

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

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. Situational, and not very helpful on smaller battlefields.

Tactics

Write to your heart's content!

Dewback Rider[edit]

They ride sand lizards. They have Taser sticks.

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.

Armament Upgrade (x1 Slot)

Tactics

Write to your heart's content!

E-Web Heavy Blaster Team[edit]

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.

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 Upgrades (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

  • Anti-Infantry

The low cost of 10 points will give them "Barrage Generator", add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.

  • Anti-Vehicle

For the same amount of points you can kit them out with "Overcharged Generator", adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT'S which are relatively weak

Heavy[edit]

0-2 Selections

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

AT-ST[edit]

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.

Upgrade Cards

Pilot Upgrades (x1 Slot)

Hardpoint Upgrades (x3 Slots)

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. Situational, and not very helpful on smaller battlefields.

Tactics

  • 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.

TX-225[edit]

A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.

Upgrade Cards

Pilot Upgrades (x1 Slot)

Hardpoint Upgrades (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.

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. Situational, and not very helpful on smaller battlefields.

Tactics

Write to your heart's content!

Unit Upgrade Boxes[edit]

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]

Personel Upgrades

  • Imperial Officer
  • Astromech
  • Coms Tech
  • Medical Droid

Army Building Advice[edit]

General advice[edit]

  • 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]

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]

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]

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.