Star Wars: Legion/Tactics/Clones

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Contents

Why Play The Grand Army of the RepublicEdit

You like storm troopers but also hate painting white. Being able to customize your troopers based on your favourite colors is a nice bonus.

ProsEdit

  • Jedi
  • You get to play the "Space Marines" of Star Wars
  • If Obi-Wan is in your army, which is very likely, you get to say "Hello There."
  • Your units hit hard and are exclusively rocking red dice for saves.
  • You (will as of writing) have access to lots of tokens. Dodge, Surge, and Aim tokens will be able to push your units above what they are capable of on their own.
  • Token Sharing. A unique ability that makes Clones behave more like a massive single unit, as opposed to several separate troopers going about their business. Single Clones left alive from a unit can become token factories for the rest of your army.
  • Wombo-Combo potential is strong with this army. Obi-wan and Rex together can be a mean combo.

ConsEdit

  • Most of your cool stuff is too big for this game.
  • Your army is expensive. Very expensive. You will usually be out-activated if you build an army with anything but bare-minimum core troops and support
  • Dependance on Surge Tokens to get the best out of your units.
  • Your army is very susceptible to bad dice. Every casualty hurts, and a string of back luck can result in a cascade effect amongst your army.
  • Painting white armor can be difficult. There are tutorials online how to do it well, just be prepared to lose a few clones to practice runs.

Faction Special RulesEdit

  • Clone Trooper: Clone Trooper units within range 1 and line of sight of another clone unit can share green tokens (eg dodge, aim, standby, etc) with each other. So if a Clone trooper unit has a dodge token, and a nearby clone unit gets shot, the shot unit can use that dodge token as if they had it themselves. Gives a little extra tactical flexibility to your squads.
  • Fire Support: while not technically a Faction Rule, all Clone units have it, even if only temporarily as in the case of Captain Rex. When a unit makes a ranged attack, one friendly unit with the Fire Support rule and a face up order token may add its eligible weapons (that is, within range and line of sight) to the attack pool; afterward, the Fire Supporting unit must then flip its order token. It helps when concentrating fire on an enemy unit that you really want dead, like Royal Guard, Wookiees, enemy Jedi/Sith, etc. Additionally, it gets around any potential problems due to Suppression and Panic- the Supporting unit never checks to see if it's Suppressed or Panicked; however, it does effectively lose one of its actions, and doesn't get a chance to Rally (although it still loses a Suppression token in the End Phase as normal).

UnitsEdit

CommandersEdit

1-2 Selections.

Obi-Wan KenobiEdit

The man so great, just saying his name is a meme.

Upgrade Cards

Force Upgrades (x2 Slots)

Unaligned Powers

Battle Meditation (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using "Knowledge and Defense". But that's super situational. Generally a pass, since there are other more useful Force powers. Should become more useful one you gain a real army list...

Force Guidance (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. This one's pretty good considering Clones like having lots of tokens and sharing them.

Force Push (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Handy for shoving enemy units into the open or within charge range. Always a good option.

Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a "must have", as Jedi need dodge tokens to trigger Deflect.

Saber Throw (10 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon's dice (rounded up). Obi-Wan doesn't have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black- and it comes with Critical 2, Impact 2, and Pierce 2). But Obi-Wan doesn't have Relentless so he still has to use a normal attack action to use it.

Light-side Powers

Hope (3 pts.) - Gain Inspire 1, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but you only have two Force slots on Obi, and there are other good options. If you're facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it.

Jedi Mind Trick (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not very useful against Droids or an Imperial army led by Vader, but otherwise makes for a nice nuisance.

Command Upgrades (x1 Slot)

Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Worth taking, especially since Clones can share the tokens...

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the small table size (unless you're playing on a larger table, or you're worried your BARC is going to wind up out of the normal range).

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. Never take this on Obi-Wan. The rules state that a unit with Guardian cannot "guard" a friendly unit that also has Guardian. Obi-Wan has Guardian built-in- meaning he literally cannot benefit from this, and it only triggers when Obi-Wan defends, so it won't help anyone else either.

Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool. Meh. There are better options considering the cost.

Strict Orders (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. If you're playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don't get Suppressed.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan's got a solid defense already and then Deflect on top of that. There are better options for less points.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. It's an ok upgrade, but Obi-Wan has Courage 3 so he doesn't really need to worry as much about being Suppressed.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. Worth taking.

Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. Obi-Wan has no ranged attack unless you take Saber Throw, and even then it's only range 2... pass.

Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the Training upgrades most worth taking.

Command Cards

(3 pip) General Kenobi - [Obi-Wan Kenobi & 2 Units] - When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it. Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you.

(2 pip) Knowledge and Defense - [2 Troopers] - Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. Useful for that one turn where you really need Obi-Wan to survive. Don't forget that he can use the dodges to Deflect while using Soresu Mastery too...

(1 pip) Hello There - [Obi-Wan Kenobi] - Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. Similar to "Knowledge and Defense", it helps Obi-Wan be the bad ass he was in Revenge of the Sith. Plus it's a meme, and that's always fun.

Tactics

Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don't hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 2/3 chance to save against wounds, which includes a 1/6 chance to also deflect damage back is usually a better idea than depending on your expensive unit's base saves.

As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone's Fire-support. With abilities stacking onto themselves, this results in Obi-Wan's impact and pierce being given to an entire unit of clones' shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A, rocking critical 1 for this particular tactic. All the stacking of abilities.

Obi-Wan at a glance:

  • Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift. Note however that if the attack in question has Pierce, Immunity to Pierce does not work and Obi-Wan will be absorbing those Pierce hits (interestingly, he absorbs them first, and leftovers, if any, go against the original target).
  • Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan's Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens.
  • Accidental Offense: Using Obi-Wan's Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won't put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing. Defending your doods.

Clone Captain RexEdit

Has the same points as a fully kitted out Phase I Trooper unit, but easily worth the cost.

Upgrade Cards

Command Upgrades (x1 Slot)

Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan's Command Cards.

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. Can help your valuable Captain stay alive- and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4...

Improvised Orders (10 pts.) - Once per turn, draw 2, pick 1 token from your order pool. Not terrible but there are better options. Until the rest of you army is released 90% of you army is going to be Corps units making this even less useful...

Strict Orders (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially early in the game if you've used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens...

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering Rex's low Courage value.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. He has "Tactical 1" built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn't really need this, but it could be useful to gain an extra free Aim token and save it to be shared by other Clone units (although the short pistol range will limit how often this can be used).

Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. Rex's only ranged attack is range 2, so..... hard pass.

Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them.

Gear Upgrades (x2 Slots)

Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Not bad for when stuff is still out of Rex's reach but not your clones' reach- especially considering it allows them to move and fire and still have an Aim.

Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Stacks with Rex's built-in Recon, which then works with Rex's built-in "Recon Party" ability. A free speed 2 move for Rex and two trooper units before the game starts? Hell yeah! Pretty much a "must have".

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. At most, he throws 3 red dice, which have a high probability (about 88% each when you factor surge) of hitting anyway. Hard pass.

JT-12 Jetpacks (10 pts.) - Rex gets a 5 pt discount on these. As a card action, he can make a Jump 2 move. A great way to make sure he's where you need him to be, and since you're making a standard move with it, you can still gain an aim token due to Tactical 1. Never a bad choice.

Grenade Upgrades (x1 Slot)

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Rex has Sharpshooter 1 so he ignores light cover and turns heavy into light. You're probably better off just sticking with his pistols.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 red die and surge to critical. Rex's pistol attacks are better...

Impact Grenades (5 pts.) - Range 1 attack with one black die and Impact 1. You're probably better off saving the 5 points and using Rex's pistols.

Smoke Grenades (6 pts.) - Use an action to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (smoke tokens improve cover by 1 to units near them). Since your Clones are likely to be bunched together, you could potentially get a lot of mileage out of this.

Command Cards

(3 pip) We're Not Programmed - [4 Clone Troopers] - Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers. The Recover part may seem a bit puzzling considering he doesn't really have anything that requires readying, but don't forget that it also allows you to remove any number of Suppression tokens. Inspire 2 and Surge tokens are pretty nice, and you get four order tokens too (don't forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics...

(2 pip) Take That, Clankers! - [2 Troopers] - When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the "gather a attack dice pool" step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4). Not bad for the early game, having your clones take long range pot-shots at enemy units before those enemy units can fire back. Unfortunately since it specifies that they must have an Aim token (meaning you can't use the clones' token sharing ability), they're probably going to have to do an Aim action before making the attack (unless they get an Aim token some other way, like a different unit using Electrobinoculars to gift one).

(1 pip) You Can Call Me Captain - [Clone Captain Rex] - Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to that attack. For one turn, Rex becomes a short-ranged machine gun that's hopped up on goofballs. Note however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won't add his built-in critical surge or sharpshooter. But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he's within range. Just make sure he's the last unit you activate because he has to have his face-up order token to do it.

Tactics

Rex is a close range gunslinger that your clones will be happy to call Captain. With Gunslinger, Tactical 1, Sharpshooter 1, Scout 1, and Scouting Party, Rex can carry his own in a firefight, as well as support his troopers. Sporting 3 red dice on his range 2 pistols, and 2 red dice in melee, he isn't afraid to get up close and personal to enemy units. Naturally surging to crit only adds to his ability to shoot above his weight. Being 90 points base puts him on par with a kitted out clone trooper unit, but he is easily worth the cost.

His new to Legion ability, "Scouting Party", allows him to give 2 trooper units within range 2 the ability to scout move the same value as him. Put simply, he lets 3 units (including himself) Scout for the price of 1. Adding in the 2 point upgrade Recon Intel allows all 3 of these units to perform a free move before the game begins. Do not forget the fact that Rex will start with a shareable Aim token after this scout move, thanks to Tactical 1, means that often you will have a strong forward position.

Important things to remember about him:

  • 5 wounds: He will not enjoy being focused fired for a particularly long period of time. He isn't a slouch, but he is not a tank.
  • Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as if Obi-Wan was the commander nearby.
  • Recon and Recon Intel: Recon Intel is a no-brainer upgrade for him. Just do it. Being able to have 2 units of clones getting a free movement with him is not to be underestimated.
  • Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don't forget the token sharing.
  • Range 2: He is a relatively short ranged hero, and will require some finesse to get the most out of him offensively. His 1 Pip card can be potentially devastating over the course of a turn, but it requires him to get into the teeth of enemy forces. Keep this in mind when tossing him around the battlefield.
  • 3 Pip card: His 3 Pip card is fairly unique, allowing 4 Clone Trooper units to be issued an order. This combos well with Aggressive Tactics, spreading surge tokens around to units that enjoy having a surplus of them. On top of this, Rex being able to recover for free, as well as gaining Inspire, is a much needed boon for Clone troopers, that otherwise lack many sources of inspire and clearing suppression.


OperativesEdit

Padme AmidalaEdit

Politics meets violence.

Padme's more of a non-combatant like Krennic or Leia- except she's an Operative so she doesn't give the morale boost and can't use generic command cards. She's 90 pts base, and comes with 6 wounds and 3 courage, throwing white dice with surge on defense. For offense she throws 3 black in melee (apparently she knows martial arts) and she comes with a pistol that also throws 3 black, at range 1-2 and with Pierce 1. She does have normal offensive surge as well, so she's not awful at fighting.

As for special rules, she has Quick Thinking (gain an Aim and a Dodge at the cost of an action) and Nimble (gain a dodge token after using one or more dodge tokens). She also has Sharpshooter 2, allowing her to completely ignore enemy cover. To make her to better fit in with her Clone friends, she has the new Exemplar rule, which allows friendly units (note that it's units, so even a TX-130 could benefit...) within range 1-2 and LOS to use her green tokens. Lastly, she has Authoritative, which appears to allow her to pass off an order issued to her to a friendly unit within range 1-2, much like the Comms Relay upgrade.

Upgrade Cards

Armement Upgrade

Looted E-5 Blaster (5 pts.) - Range 1-3, 1 Red 1 White. Pierce 1. This gives her a slightly more reliable damage at longer range, but slightly lower overall damage potential than her standard pistol.

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. Not sure how this is going to work since technically she can't be nominated as a Commander (unless all actual commander units are dead and she is promoted to one), so we'll see how this plays out.

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4. Probably not super useful since she can't use generic commands and her commands mostly target herself.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Padme is defending. Helpful for keeping her alive, especially if Obi-Wan is around.

Improvised Orders (10 pts.) - Once per turn, draw 2, pick 1 token from your order pool. Not terrible but there may be better options. She doesn't have to be the nominated commander for the turn to use it, so it frees up a Command slot on Obi-Wan or Rex.

Strict Orders (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. She doesn't have to be the commander for this to work either, freeing up a command slot on Obi-Wan or Rex.

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. Padme's got Courage 3, so this isn't super useful, but it's not terrible either, and could be very helpful in the turn she uses Our Fate Is In Your Hands.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Padme's not amazing at picking off characters, but could be useful for gaining a token to share using Exemplar.

Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. Not terrible, especially if you've taken the looted E-5.

Tenacity (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Padme's not awful at melee, but you probably don't really want her there.

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. Not terrible for her, allowing her to dish out tasty green tokens to the clones.

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. For when you desperately want one last activation out of her.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. If you're super worried about difficult terrain slowing her down, here's the fix.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you're super worried about her climbing stuff, here's your fix (although she should probably have Expert Climber already, judging by the arena scene in Attack of the Clones...).

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. This works well if you used her Diplomatic Cover to infiltrate, getting you ever closer to the enemy deployment zone...

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Not great, but not terrible either. The only weapons that she has that really benefit from it would be melee and her range 2 pistol, so you're likely to struggle to get a lot of mileage out of this.

Command Cards

(3 pip) Diplomatic Cover [Padme Amidala] - Permanent (presumably this means the card stays in effect for the rest of the game). Padme gains Reliable 1 (gain a free surge token at the start of the activation phase). However, you can choose to show this card during the deployment phase. If you do, you have to use this card as your command card during the first turn of the game. Padme instead gains Secret Mission, which allows her to gain a victory token as a free action once per battle when she's in an enemy deployment zone. She also gains Infiltrate and a Dodge token. So basically Padme pretends to be a diplomat, sneaks into the enemy base, and steals vital info.

(2 pip) Aggressive Negotiations [Padme Amidala and...]

(1 pip) Our Fate Is In Your Hands [Padme Amidala] - Padme gains Danger Sense 2 (when defending, she can roll an extra defense die per suppression she has, to a maximum of 2 extra). Additionally, at the start of the activation phase, she can transfer suppression tokens from friendly units within range 1-2 to herself, and gains a Dodge token for each token (to a maximum of 2) she takes. She essentially takes on the suppression of those around her to allow them to fight while she hides. This is an interesting one. Bear in mind her Exemplar rule, so all those dodges may be useful for Clones (or Obi-Wan) when they're hanging around her...

Tactics

Write to your heart's content!

R2-D2Edit

Upgrade Cards

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts. reduced to 5 pts. by rules errata) - 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.

Integrated Comms Antenna (3 pts.) - allows R2 to be issued an order when he's within range 4 of the commander instead of the normal range 3.

Long-Range Comlink (10 pts. reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.

Command Cards

   1 Pip: "Blast Off!" - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action.

Basically gives you a turn where R2 is focused on fleeing the scene.

   2 Pip: "Impromptu Immolation" - [R2-D2] - R2 can make a free move action after making an attack; he also gains a 2 white dice attack with range melee to 1, which also has Blast, Spray, and Suppression.

Remember in Revenge of the Sith when R2 sprayed oil on some super battle droids and then fried them? Yeah, he does that, and it's kind of nasty. White dice limits the power of the attack but if it targets a large unit, you could be tossing some dice.

   3 Pip: "Smoke Screen" - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move.  Additionally, at the start of his activation R2 gains a free action to lay smoke (he can place a smoke token within range 1, and all units fully within 1" of the token get +1 cover).

R2 does that smoke thing from the end of The Empire Strikes Back.

C-3PO

Info

Tactics

How best to use him goes here.

CorpsEdit

3-6 Selections.

Phase 1 Clone TroopersEdit

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

DC-15 Phase I Trooper (30 pts.) - Adds a clone with a Range 1-4 gun. It has 2 red attack dice, and Critical 1. Clones already have pretty solid shooting and this gives some extra punch. Not a bad choice.

Z-6 Phase I Trooper (25 pts.) - Adds a clone with a range 1-3 minigun. Cool. Fires 6 white dice (or the same as a whole squad of B1s for 11 points less). Great choice if you like throwing dice but don't care if you actually score any hits. And that one time you manage to get 5-6 hits will be legendary.

DP-23 Phase I Trooper (27 pts.) - Adds a clone with a Range 1-2 gun. It has 2 black and 1 white attack dice, and Pierce 1. Basically a shotgun. The gunner still has a DC-15A like all other clones, so fire that until you get within range 2 and then switch to the shotty for some extra oomph (and in a pinch Rex's "Take That, Clankers" command can boost the range to 3).

RPS-6 Phase I Trooper (26 pts.) - Adds a clone with a Cumbersome and Impact 2 rocket launcher that fires one each red, black and white dice at range 2-4. Unlike most other missile launchers, does not Exhaust to fire, although Cumbersome means you instead can't move- but then you can Aim and fire every turn (rather than have to spend an action recovering). Gives the Clones some reliable heavy anti-armor punch that they generally lack.

Personnel Upgrades (x1 Slot)

Phase I Clone Trooper (13 pts.) - gives you an extra mook.

Phase I Clone Captain (17 pts.) - gives you an extra mook who becomes your unit leader, and he comes with a Training upgrade slot. Exhaust when the squad activates to lose the ability (for the unit's entire activation- so upgrades like Strict Orders don't work) to remove suppression tokens but also become immune to being Suppressed, allowing you to survive things like Vader's Master of Evil bomb intact.

Phase I Clone Specialist (17 pts.) - gives you an extra mook who comes with an extra Gear upgrade slot. Exhaust to gain an Aim, Dodge, or Surge token. Clones love those tasty green tokens, and he's another way of getting an extra one, plus the extra slot can get you some Targeting Scopes to maximize Aim's effectiveness. Or you can just ignore the slot and use his squad as a Token factory for your other squads.

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. Meh. Clones can just do an Aim action on their own and share it for free.

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. Situational, only useful if you run into a lot of difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Situational, only useful if you play on a table with lots of level terrain you desperately want to climb.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in range to lend Fire Support. Especially useful on the units that aren't scouting with Rex (note that it doesn't stack with Rex's "Scouting Party" ability).

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Not terrible but a bit pricey.

Grenade Upgrades (x1 Slot)

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If you're playing on a table with lots of cover, this is may be useful to negate it- remember, you just need to throw one to make your whole attack pool ignore cover. The short range will limit its use though.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 red die, that grants surge to critical. This is pretty mean. A six man squad of Clones throwing 5 red dice plus whatever their heavy weapon is (a Z-6 looks pretty good right about now...) with critical surges? Ouch. The only downside is the range. This is a solid choice.

Impact Grenades (5 pts.) - Range 1 attack with 1 black die that gives Impact 1. If you are fighting against Empire and they've got an AT-ST or two and you want to make them disappear, this is how (considering, other than Obi-Wan's lightsaber and one of the BARC sidecar guns, you don't really have any AT weapons... yet). Although the short range means they're going to see it coming. Of course, if your opponent isn't fielding any vehicles, then you've wasted those points.

Smoke Grenades (6 pts.) - Spend an action to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (smoke tokens improve cover to units near them). Your Clones work best if bunched together, meaning you could get some good results from this. Combine this with a suppression token and your unit suddenly has hard cover even if standing out in the open. Another solid upgrade choice, but you probably don't need a lot of units carrying it.

Tactics

Currently Clone Troopers are an expensive combination of Rebel shooting and Stromtrooper armor. This is reflected in their price per unit/model. As of writing (Early November 2019), they lack much versatility in what they do. They have the option to share tokens amongst multiple units of Clone Troopers, and can offer Fire Support to each other, making Suppression a little less important to their activations. The shown abilities of the Clone Trooper Captain and Specialist look to be a no-brainer upgrade for them, giving them more options to ignore suppression in its entirety, and generate tokens without having to sacrifice activations to do so. They bring the already high price point of the unit up, but without question make them much more worth bringing.

Phase 2 Clone TroopersEdit

(Currently on Pre-order)

8 more points a squad nets you one more Courage, Reliable (automatically get one free Surge Token at the start of each Activation Phase), and a Training slot over your basic Phase I Clone Troopers.

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

Z-6 Phase II Trooper (27 pts.) - range 1-3 doing 6 white dice.

Phase II Mortar Trooper (25 pts.) - range 2-4 doing 2 black dice with Critical 1, Suppressive, and Cumbersome.

Personnel Upgrades (x1 Slot)

Phase II Clone Trooper (15 pts.) - adds an extra mook.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.

Gear Upgrades (x1 Slot)

Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.

Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.

Grenade Upgrades (x1 Slot)

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 red die with surge to critical.

Impact Grenades (5 pts.) - Range 1 attack with 1 black die and Impact 1.

Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).

Tactics

How best to use them goes here.

Special ForcesEdit

Up to 3 Selections

ARC TroopersEdit

(Currently on Pre-order)

Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers. Captain Rex was one of the first ARC troopers, so they've got a lot in common.

They have Impervious (grants extra defense dice if they're hit by something with Pierce) and Scout 2 (free movement-2 move after deploying). They'll also have Sharpshooter 1 (reduce enemy cover by 1) and Tactical 1 (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, they carry pistols that do one black and one white at range 1-2. Their main weapon is a DC-15A which appears to throw one black at range 1-3 just like a normal clone soldier.

Upgrade Cards

Heavy Weapon Upgrades (x1 Slot)

DC-15x ARC trooper (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with Immune: Deflect, Critical 1, and Lethal 1 (spend one aim token to give the attack "Pierce 1"). That's... not bad. You get some much needed punch that clones ordinarily lack.

Fives (36 pts.) - a unique clone (figure that one out) designated CT-5555 or "Fives" for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. Unknown just yet what he does, but he has two wounds.

Echo (42 pts.) - another unique clone from the cartoons, designated CT-1409 or "Echo". He had a special talent for tactics so he likely will have abilities relating to that. It's unknown what he does other than that he has two wounds.

Training Upgrades (x1 Slot)

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.

Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3.

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. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don't want to dish out the points for the jump packs.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.

JT-12 Jet Packs (10 pts) - As a card action, gain Jump 2. Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain. Plus they look awesome.

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 red die with surge to critical.

Impact Grenades (5 pts.) - Range 1 attack with 1 black die and Impact 1.

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. Each smoke token grants +1 cover to any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it works both ways).

EMP Droid poppers (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains Ion 1 (just one, not one per grenade). If you know you're facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols or DC-15x and maximize damage.

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts. dropped to 5 pts. by rules errata) - 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. dropped to 5 pts. by rules errata) - You always count as being within range of your commander.

Tactics

How best to use them goes here.

SupportEdit

Up to 3 Selections.

BARC SpeederEdit

Upgrade Cards

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders.

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

Linked Targeting Array (5 pts.) - Gain Target 1, allowing you to get a free aim token when the equipped unit is issued an order.

Long-Range Comlink (10 pts.) - You always count as being within range of your commander.

Crew Upgrades (x1 Slot)

BARC Ion Gunner (28 pts.) - Puts a clone with an Ion gun in the sidecar. Reduces your maximum speed by 1.

BARC Twin Laser Gunner (30 pts.) - Puts a clone with a machine gun in the sidecar. Reduces your maximum speed by 1.

BARC RPS-6 Gunner (24 pts.) - Puts a clone with a rocket launcher in the sidecar. Reduces your maximum speed by 1. Currently, this is the only one that doesn't have Fixed:Front, Rear restrictions.

Tactics

A fast and potentially heavy hitting repulsor vehicle, having the ability to take a side car with a flexible selection of gunners means you can customize this unit to fight various types of threats. Ironically, bringing a side car to slow it down can be seen as a bonus, allowing the vehicle's compulsory move to not send it screaming across the board. Sporting a Red Dice for defense, this allows the speeder to take more damage than its contemporaries. Having Cover 1 only adds icing onto this cake. 2/3 of the Side-Car options are locked firing arcs, with only the RPS-6 being exempt from this. While expensive when kitted out, upgrading with HQ uplink or Linked Targeting array can give you the most bang for your buck with this particular speeder. Generally, its role on the battlefield will be determined by what the side-car has been upgraded to. The naked bike is a bit lack-luster, sporting a red, 2 black (arsenal 2 works with regular blaster), and white dice for offense. It does however sport the ability to surge to hits, which can make for some hillarious fire-support bombs,

AT-RTEdit

Not even announced but a really safe bet none the less.

Upgrade Cards

Hardpoint Upgrade (x1 Slot)

AT-RT Laser Cannon (35 pts, lowered to 20 pts. by rules errata) - range 2-4 firing one red and two black with Fixed: Front and Impact 3. A pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought an AT-ST, this should do a decent job of plugging holes in it.

AT-RT Rotary Blaster (30 pts., lowered to 20 pts. by rules errata) - range 1-3 firing five black dice and with Fixed: Front. Pretty solid, no frills anti-infantry weapon. And with the built-in critical surge of the AT-RT, it can be quite mean.

AT-RT Flame Thrower (25 pts, lowered to 20 pts. by rules errata) - range 1 firing two black with Fixed: Front, Blast (ignore cover), and Spray (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it.

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts., lowered to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Meh. Could be useful to screw with Confederacy B1 droids daisychaining orders while you're roasting them with the flame thrower.

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. Probably not super useful since in all likelihood, you're actually going to want to make sure this unit gets that order.

HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order even though the Command card you're using is troopers only.

Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you're doing a wonky scenario, like one that includes the Disarray deployment.

Linked Targeting Array (5 pts.) - Gives you a free Aim token when the unit is issued an order. Aim tokens are always nice to have, especially with the gobs of black dice this guy can throw.

Tactics

FIll in

HeavyEdit

Up to 2 Selections.

TX-130 Saber-class Fighter TankEdit

(Currently on Pre-order)

Finally some firepower for the Clones!

For the same basic cost of an AT-ST you get a solid hover tank with the same gun (2 black, 2 red, 2 white with range 1-4, Impact 2, Critical 1 and Fixed: Front). The tank can be upgraded to have two more weapons upgrades (see below for more details), and comes with Arsenal 2 so you can always fire two of them. The tank comes with the Armor rule to ignore all non-critical hits, 9 wounds and a 6 damage threshold, while throwing red dice without surge on defense. It's pretty tough, being one of two tanks in the game throwing red defensive dice (the other is the droids' AAT). It also has the new Outmaneuver rule, which allows it to use dodge tokens against critical hits. Although it's described as being "particularly nimble for an armored vehicle", it moves at the same speed-2 that most other tanks move- it hovers though, so it does have a little advantage when it comes to clearing terrain, plus it can make a "strafe" move (which is a special move that lets it slide to the left or right at speed decreased by 1).

It does have some downsides though. It has Weak Point on its sides and rear, meaning if an enemy manages to shoot it in those arcs, they gain Impact +1. Also, like the Clones it's supporting, it can be pricey, especially if you go big on the bells and whistles.

Upgrade Cards

Pilot Upgrade (x1 Slot)

Aayla Secura (5 pts.) - Your tank gains Inspire 2 and Field Commander, allowing you to make the tank your commander after you play a neutral command card like Standing Orders.

Plo Koon (9 pts.) - Exhaust as a free action to gain Agile 2 for the rest of the activation; Agile 2 grants 2 Dodge tokens after making a standard move. Make a double move to gain a whopping four Dodge tokens!

Veteran Clone Pilot (7 pts.) - Exhaust to allow your tank and a friendly Clone Trooper unit within range 1 to share Aim, Dodge, and Surge tokens; and then ready this card during the End Phase.

Hard Point Upgrades (x1 Slots)

TX-130 Beam Cannon Turret (30 pts.) - range 1-4 doing 2 red dice with Beam 2- after attacking, may make two additional attacks using only this weapon. The new targets can't already have defended and must be within range 1 of the initial target.

TX-130 Twin Laser Turret (14 pts.) - range 1-3 doing 3 black with Critical 1. A low cost alternative to the beam cannon, it loses range and punch.

Ordnance Upgrades (x1 slot)

Armor Piercing Shells (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has Fixed: Front, Impact 3, and Cycle (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead.

High Energy Shells (8 pts.) - Exhaust to make an attack with Cycle Range 2-4. Critical 1, High Velocity Fixed: Front 2 Red dice and 1 white. This is your go-to when a Jedi/Sith or anyone relying on Dodge tokens (hint: Tauntauns) needs to be deleted now. Just remember to fire other guns elsewhere- High Velocity only works if all weapons in the attack pool have it.

Bunker Buster Shells (12 pts) - Exhaust to fire an attack with Cycle, Blast. Scatter Fixed: Front Range 1-2, 1 black and 3 white. Your... interesting option. Pulling an infantry squad into the open has some neat ideas behind it but white dice will generally limit the damage output.

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Since you're vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn't take this.

HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics.

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., reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.

Tactics

How best to use the tank goes here.

Unit Upgrade BoxesEdit

Fantasy Flight Games has seen fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any Trooper unit with the proper slots. Yours are Pending.

Tactics & BuildingEdit

Buy everything you don't have options yet.