Star Wars: Legion/Tactics/Rebels

From 1d4chan
Jump to: navigation, search
Clean-Up.jpgThis page is in need of cleanup. Srsly. It's a fucking mess.

Why Play Rebels[edit]

Pros[edit]

  • 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[edit]

  • 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[edit]

Commanders[edit]

1-2 Selections

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

Han Solo[edit]

Apparently an infantry blender.

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.

Command Cards

I own this model, I will fill this in at some point.

Tactics

How best to use him goes here.

Jyn Erso[edit]

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

I own this model, I will fill this in at some point.

Tactics

How best to use him goes here.

Luke Skywalker[edit]

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[edit]

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.

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.

Rebel Officer[edit]

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[edit]

0-2 Selections

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

Chewbaca[edit]

Wookie 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[edit]

(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[edit]

(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

I own this model, I will fill this in at some point.

Tactics

How best to use him goes here.

Sabine Wren[edit]

Laser Sword Boba Fett.

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.

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.

Armament Upgrade (x1 Slot)

Command Cards

I own this model, I will fill this in at some point.

Tactics

How best to use him goes here.

Corps[edit]

3-6 Selections

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

Fleet Troopers[edit]

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[edit]

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[edit]

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[edit]

0-3

Anything to expensive for the Corps section but to numerous for the operative

Rebel Commandos[edit]

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[edit]

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[edit]

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[edit]

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[edit]

0-3 Selections

Light vehicles and Beasts

1.4 FD Laser Cannon Team[edit]

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[edit]

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[edit]

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[edit]

0-2 Selections

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

T-47 Air Speeder[edit]

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[edit]

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[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.

Rebel Specialists Personnel[edit]

Personel Upgrades

  • Rebel Officer
  • R5 "Astromech"
  • Rebel Coms Tech
  • 2-1B Medical Droid

Tactics & Build Help[edit]

  • Have you tried Taun-Tauns yet?