The Expedition Team

By Fantasy Flight Games

Published 22 October 2019

|
Mansions of Madness

The Expedition Team

The Investigators of Path of the Seprent

Pre-order your own copy of Path of the Serpent at your local retailer or online through our website with free shipping in the continental U.S. today!

Daniela swore as the smooth handle of the machete slipped in her sweat-covered hand and the blade got tangled in the vines. “You didn’t tell me the jungle would fight back so much, Ursula.”
Ursula just laughed, her pretty smile making Daniela flush as she clumsily pulled the machete free. Ursula pointed to her hand. “If you keep gripping it that tightly, you’ll get blisters. Grip it with your thumb and forefinger and let gravity do most of the swing work for you. Come here, I’ll show–”
“Lesson’s over,” Leo called from where he was helping the old man, Norman, navigate a tangle of kapok roots. “We have five miles to go before nightfall. We can’t afford to keep dilly-dallying.”

The jungle makes its way to Arkham in Path of the Serpent, the latest expansion for Mansions of Madness! In three new scenarios that bring you to a cursed South American expedition, a lavish garden party for Arkham’s social elite, and a forgotten temple chosen as the set for a terrible rite, you must work alongside your team of investigators to battle monsters and solve eldritch mysteries before it is too late. If you wish to survive your journeys, you will need to team up with the most skilled professionals in their fields and prepare for any challenge that you may face.

Today, we would like to take the opportunity to introduce you to the four investigators who will be joining your expedition team in the Path of the Serpent expansion for Mansions of Madness—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

The Expedition Leader

Leo Anderson has spent his life traveling to the deadliest and most obscure corners of the globe. It is always a chance for adventure, and the pay is good, but there is a cost. Along the way, he’s lost good people. Some succumbed to illness, others to the inhospitable climate, and some to unnatural things that will haunt Leo for the rest of his days. His most recent expedition for a mysterious benefactor ended in complete disaster. His closest friend, Mitch Brown, was the only one of his people to survive… or at least, remain human. Leo is sick of burying his people. But now that he knows what lurks in the forgotten reaches beyond civilization, he can’t forget, and he can’t quit until the job is done.

Leo is a hardened explorer who has seen much more of the world’s darkness than he would care to. This helps place most of his skills at a level of four, though he places much more value in what he has seen with his own eyes than in the words of other. Thus, his influence is three and his lore is only two. But, for better or worse, he is still the expedition leader and he will do everything in his power to get his team home alive. Once per round, when Leo moves, he can also help another investigator move one space, ensuring that—no matter what—no one on Leo’s team is left behind. 

The Explorer

When she was young, Ursula Downs was constantly scrambling up trees, scaling rock walls, and using her art supplies to map caves. Any hopes that some may have she might settle down and begin exhibiting more “lady-like” behavior as she grew older were dashed when she procured a degree in archaeology from Miskatonic University and began traveling the world. Soon, she was leaving her mark on the academic community and adding an incredible list of achievements to her name. Not many people can say that they’ve climbed a mountain on every continent. Fewer still can say they’ve stolen a golden idol from a cannibalistic cult, but for Ursula, this is just the beginning.

When traveling across the globe, you must be ready for anything. As such, Ursula is an incredibly balanced investigator, with seven health and sanity, and all of her skills valued at either three or four. The explorer also has the remarkable ability to move one space either before or after performing an explore action or interacting with a sight token. While she can only execute this additional move once per round, this still gives Ursula more freedom to traverse the board than perhaps any other investigator in Mansions of Madness. And with expansive jungle trails and temples to explore, this is sure to prove invaluable.

The Mechanic

Daniela Reyes always thought she had a good life. She had a loving, boisterous family. She had a steady job that used her brains and her hands. She had money to spend on fast cars, pretty girls, and her prized possession: her motorcycle, Gabriel. Overall, her life seemed normal until one day when her brother, Ramon, got caught up in some trouble. Soon, her mother began warning Daniela to be careful, that a darkness lay ahead of her, and in a town as strange as Arkham, this warning holds a particular weight. 

She only set the glass of water behind the door to appease her fretful mother. It was meant to catch evil spirits. But when she awoke the next morning to find it shattered, she was determined to figure out what happened and fix it. Just like she always did.

Daniela’s analytical mind makes her one of the most skilled problem-solvers in Arkham. Every time a puzzle is solved during a game, whether it be by her or another investigator, Daniela may either gain two clues or discard one horror. This may come in handy as she also has the lowest sanity of the investigators in this expansion. However, Daniela is also the strongest investigator of Path of the Serpent with eight health and five strength. She can both cut through the jungle underbrush and solve the secrets of the ancients, making her the perfect addition to any expedition team.

The Astronomer

Norman Withers is a scientist. He is a rational man devoted to the reasoned exploration of the universe. So, when six stars simply vanished from the sky, he double- and triple-checked his results, then calmly examined the situation from every logical angle. His conclusions were simple. Yes, the stars were truly missing. Yes, something impossible was moving in the void. Unfortunately, when he presented these findings to his colleagues, they did not accept them as the work of a rational man. The entire scientific community dismissed his research as the ramblings of a crackpot. But still, Norman continues his studies. Though his research now touches on ancient lore and magic, he is still a rational man, and when he has gathered enough proof of what is lurking beyond the stars, he will prove it to everyone.

Norman is a man of science—he had thought his days of adventuring would be far behind him. With a health of six and strength and agility values of three, the astronomer must rely on his wit if he is to survive in the jungle. His knowledge of the stars and the movement of the cosmos is his greatest asset, and as long as he can see them, he may either gain two clues or discard one Horror. While he can only activate this ability once per round, this continuous access to clues will help him solve any puzzle or pick any lock with ease. When you are preparing to dive into an ancient Temple of a lost civilization, a scholar may mean the difference between making the discovery of a lifetime and becoming lost in the jungle forever.

Heart of the Jungle

The path before you is filled with countless dangers that will push you to the limits of your sanity and bring you within an inch of death. Only Arkham’s bravest investigators will stand a chance against the terrors ahead. Join the expedition and discover the secrets of the Path of the Serpent!

Pre-order your copy of Path of the Serpent (MAD28) at your local retailer today or online through our website here!

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Ares to host previews of “Masters of the Night” and “303 Squadron” at Spiel 2019

By Ares Games

Ares Games will host the first demos of two upcoming games at Essen Spiel 2019 (October 24-27, Essen, Germany): at the booth Hall 3, E100, visitors will find previews of Masters of the Night, a fully cooperative game where players are members of a Vampire family, and 303 Squadron, a cooperative board game inspired by true historical events, with players taking on the role of 303 …

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World Domination

By Fantasy Flight Games

Published 21 October 2019

|
Marvel Champions: The Card Game

World Domination

Preview the Villains of Marvel Champions: The Card Game Core Set 

Pre-order your own copy of the Marvel Champions: The Card Game Core Set at your local retailer or online through our website with free shipping in the continental U.S. today!

Get rich, destroy the city, take over the world. Every villain has their own signature plan and goals. But they all have one thing in common: crushing anyone who dares get in their way! Only one thing can stand up to the heroic might of a Marvel hero: the pure greed and power of a Marvel villain!

Join us today as we preview the villains and schemes found in the Marvel Champions: The Card Game Core Set!

Each of the three villains included in the Core Set provides a unique challenge, and each can be customized further with modular encounter sets and increased difficulty! Do you have what it takes to thwart some of the most dangerous villains of the Marvel Universe in Marvel Champions: The Card Game

The Rampaging Beast

It’s recommended you begin your journey in Marvel Champions by taking down

Rhino

 (Core Set, 94) and his

scheme

(Core Set, 97B) to attack a S.H.I.E.L.D facility. Rhino is a straightforward villain, making him the perfect first challenge for your group of heroes.

Rhino’s first stage doesn’t have any special abilities, but

Rhino II

(Core Set, 95) will add the

Breakin’ and Takin’

 (Core Set, 107) scheme to the field, forcing your heroes to divide their attention. If you’re playing in expert mode, you may have to deal with

Rhino III

(Core Set, 96), who will immediately stun every hero on the field!

While not exactly a master schemer, Rhino’s damage output is second to none, and your heroes will have to be cautious when trying to take him down, lest they end up knocked out flat on their backs from cards like

Stampede

 (Core Set, 106)! Not to mention cards like

“I’m Tough!”

(Core Set, 105) make Rhino even harder to take down, letting him soak an attack before you even begin to deplete his hit points! But this rampaging beast won’t be the only thing to worry about. He’s also recruited villains like

Shocker

(Core Set, 103) and

Sandman

(Core Set, 102) to assist him in his devious schemes!

All three villains in the Core Set—including Rhino—will have a set of cards to tie their decks together. The standard encounter set give each villain basic but potent abilities.

Assault

(Core Set, 187) gives villains like Rhino an additional opportunity to bring the hurt, while

Advance

(Core Set, 186) can further a villain’s schemes. A hero’s worst nightmare manifests in

Shadow of the Past

(Core Set, 190), currently the only way in the game for your hero’s nemesis minion to enter the game!

While not the smartest villain in the world, Rhino’s pure strength makes him a threat to any Marvel champion, do you have what it takes to bring him down?

The Devious Schemer

You might feel confident after taking down Rhino, but that doesn’t mean you’re ready to thwart the deadly

Klaw

 (Core Set, 113). Using Hard Sound Constructs, Klaw’s attacks are enhanced by an additional boost card during the villain phase! While this may make his attacks inconsistent, he has the potential to knock out a hero with a single attack if you aren’t careful. This ability will serve him well in his

scheme

(Core Set, 116B) to run an underground criminal weapon enterprise! If you manage to defeat Klaw’s first stage, you’ll have to deal with

Klaw II

(Core Set, 114), this time with

The “Immortal” Klaw

(Core Set, 127) in play, boosting his hit point total! Not only will you have to deal with additional damage from Klaw’s multiple boost cards, but cards like

Sonic Boom

(Core Set, 123) will provide additional nasty effects, setting your team of heroes back even further.

If that wasn’t bad enough, you may be unlucky enough to come face to face with

The Masters of Evil

(Core Set, 128)! Klaw can call on help from villains like

Whirlwind

(Core Set, 130) and

Melter

(Core Set, 132), putting even more pressure on the heroes during their turn! Just dealing with Klaw was bad enough, but squaring off with a whole team of villains brings the challenge to a whole new level!

The Overwhelming Swarm

The final villain in the Marvel Champions: The Card Game Core Set will be the ultimate challenge. A rogue AI created by Hank Pym,

Ultron

 (Core Set, 134) is one of the Marvel Universe’s deadliest foes. The robot’s bloodlust is only the beginning, any group of heroes can find themselves quickly outnumbered by the murderous robot. After all, to defy Ultron’s scheme is to face down his army of

Ultron Drones

(Core Set, 140), turning a player’s own deck of cards against them. Should you defeat Ultron’s first stage, you’ll have to deal with

Ultron II

(Core Set, 135) whose drones increase his efficiency, letting him hit pesky heroes for big damage.

What’s more, many of Ultron’s tools revolve around increasing the efficiency of his army of drones. Upgraded drones makes each individual drone twice as deadly, and should they coalesce into a

Swarm Attack

(Core Set, 147), they can spell disaster for your team of champions.

Perhaps you’ll have to tangle with

Ultron’s Imperative

(Core Set, 150), which can quickly put more drones on the field when you least expect it. Or maybe an

Advanced Ultron Drone

(Core Set, 143) will show up, protecting Ultron while soaking up damage from your heroes. With an army of drone minions, is it even possible to stop Ultron before it’s too late? 

A World Without Heroes

Each of these villains presents a fresh new challenge for your group of heroes. From the pure power of Rhino to the devious machinations of Klaw to the swarming violence of Ultron, the world is in danger. Can you step up to the plate and defeat these villains before they accomplish their schemes? Find out when Marvel Champions: The Card Game Core Set releases on November 1st!

Defeat the world’s most dangerous villains in the Marvel Champions: The Card Game Core Set (MC01en), available now for pre-order from your local retailer or our website with free shipping in the continental United States! 

 

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© MARVEL

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Set Stunners To…

By Fantasy Flight Games

Published 21 October 2019

|
KeyForge

Set Stunners To…

Previewing the Star Alliance in KeyForge: Worlds Collide

“It worked!”
“What do you mean ‘it worked’? There was a chance it wouldn’t work?!”

Pre-order your own copy of KeyForge: Worlds Collide at your local retailer or online through our website with free shipping in the continental U.S. today!

The world of the Crucible grows wider than ever in Worlds Collide! This latest set of KeyForge, which acts as a companion to Call of the Archons and Age of Ascension and not a replacement or sequel, invites you to explore this artificial planet as it continues to evolve with new cards, mechanics, and now two new Houses! Worlds Collide changes out the Houses of Mars and Sanctum for the Saurian Republic and the Grand Star Alliance, but they may return in the future to either challenge or join these new Houses as your fast-paced tactical battles continue!

Last week, we looked at the Saurian Republic, one of the oldest cultures on the Crucible. Today, we shift gears and look at the latest newcomers—a House known for its sense of adventure and cooperative spirit. We are pleased to offer you a closer look at The Grand Star Alliance, the second new House to enter the fray in KeyForge: Worlds Collide—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

A Whirlwind Mission

The Grand Star Alliance has spent decades exploring the galaxy, bringing dozens of systems into the peaceful and democratic Alliance as they extend their scientific knowledge across the stars. But one day on their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Considered only a minor setback, the scientists, explorers, and small military contingent of the Grand Star Alliance built a small city in the rocky savannah of the Valley of Time. Officially designated as “Camp One,” pretty much everyone calls it by its true name: Quantum City.

Here, the Star Alliance’s polyglot, multi-species community has only grown since its arrival and continues its mission to get the Quantum spaceworthy again and get back in touch with Fleet Command. But if they wish to accomplish this, they will need more knowledge than is available in their databooks. Perhaps one of these mysterious Archons or the substance known as “Æmber” holds the key? Regardless, the crew of the Quantum will not lose hope and they will continue their mission of boldly going where no man, woman, neuter, or other-gendered-being has gone before!

The central philosophy of the Grand Star Alliance—and the key to their power—is strength through diversity. Opposing the insular Martians who believe in cultural purity, the Star Alliance is happy to bring the best and brightest from any House into their ranks. For example,

Special Agent “Fingers”

(Worlds Collide, 339) is one of the Svarr elves traditionally associated with House Shadows, bringing in a slice of the elusive keyword and the steal ability to the Grand Star Alliance, while

Operations Officer Yshi

(Worlds Collide, 334) has both taunt and a capture ability that affects their neighbors, doubtless learned from their time with House Sanctum.

This sense of cooperation stretches far beyond the Grand Star Alliance itself. In the Star Alliance House, you will find a plethora of cards that allow you to either play or use cards from other Houses or that reward you for the diversity of your battleline. Creatures like

CXO Taber

(Worlds Collide, 309) allow you to play out-of-House cards during your turn, then actions like

Xenotraining

(Worlds Collide, 323) immediately reward you for this action by helping you control the Æmber in play. While we have seen similar effects in KeyForge with cards like

Phase Shift

(Call of the Archons, 117) or

Helper Bot

(Age of Ascension, 112) from House Logos, those found in the Star Alliance often offer greater flexibility by still allowing creatures to act or letting them trigger the effect more than once. There is no telling what wonderful combinations you will discover within your Archon decks, but one thing is certain: The Grand Star Alliance is sure to bring a level of synergy to your games that has rarely been seen on the Crucible before.

An Incomparable Crew

At the heart of the Star Alliance are the original crew members who first made the daunting journey to the Crucible under the lead of Val Jericho. Each crew member was originally hand-selected for the mission for their remarkable and varied skills, and while it is not uncommon to find them working alongside any Archon, they are each undeniably valuable individuals to have on your side. Whether its

Commander Chan

(Worlds Collide, 296) leading your team into battle,

Chief Engineer Walls

(Worlds Collide, 293) managing your technology

Sci Officer Qincan

(Worlds Collide, 304) helping even an opponent learn about the Crucible for fair compensation, the crew of the S.A.V. Quantum is ready for action, no matter what challenges lay in store.

Beyond their incredible synergy within their own House and beyond, the Grand Star Alliance also has some of the most advanced technology on the Crucible. This House introduces a whole new level of flexibility and decision making to KeyForge with cards that can be played as either a creature or an upgrade.

Explo-rover

(Worlds Collide, 297) and

CALV-1N

(Worlds Collide, 308) are both robots whose sole directive is to help their allies the best they can, whether that be acting autonomously or being paired with another creature to lend that ally their skills. When a creature like Explo-rover or CALV-1N is played as an upgrade, it does not increase the power or armor of the creature it is attached to, but the abilities these robots can grant may prove well worth the price of having one less creature to fight or reap with. After all, an intact robot that helps you draw cards is far more useful than a destroyed robot that can do nothing.

CALV-1N can either be used as an upgrade for another creature or act as an independent creature!

But even with their amazing robots, comm links, cloaking devices, and blasters, the crew still cannot reach Fleet Command, and they do not want to get too comfortable. None can deny that the Crucible is spectacular, but there is still a lot of the galaxy left to explore. With teamwork and determination, the Grand Star Alliance will make their way off of this planet and back into space once more, and what they bring may change the entire course of the future!

Adventure Is Out There

Ever since the crew of the S.A.V. Quantum crash-landed on the Crucible, they have tirelessly worked to carve out a name for themselves and continue their mission of discovery. Will you join them in their quest to uncover the secrets of this planet? Add the Grand Star Alliance to your team, discover the strength of differences, and unite the beings of the Crucible as you pursue your goal of ascension!

Pre-order your KeyForge: Worlds Collide gear at your local retailer or online through our website–with free shipping in the continental United States–here!

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Available Now – October 18

By Fantasy Flight Games

Published 18 October 2019

|
Star Wars: Legion

Available Now – October 18

The Star Wars Legion: Clone Wars Core Set is Available Now

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!


Star Wars: Legion Clone Wars Core Set

War has engulfed the galaxy. The vast forces of the Separatist Alliance, bolstered by seemingly endless ranks of battle droids, have pushed the Galactic Republic to the brink of dissolution and defeat. The Republic’s only hope is its army of elite clone troopers, led into battle by noble, Force-wielding Jedi Knights. The war between them is an epic struggle where every battle could turn the tide and change the fate of the galaxy. You can immerse yourself in this epic conflict, assembling your forces and leading them against your opponents in the legendary ground battles of Star Wars™ with the Clone Wars Core Set for Star Wars™: Legion!

This Core Set invites you to enter a completely new era of infantry battles in the Star Wars galaxy, pitting the overwhelming Separatist droid forces against the Republic’s crack armies of clone troopers and Jedi Knights. As you do, you’ll assemble a force of the Clone Wars’ most iconic heroes, villains, troopers, and vehicles, including Obi-Wan Kenobi and General Grievous. In addition to introducing the Galactic Republic and Separatist Alliance to the game, this Core Set contains all the cards, tools and tokens you need to begin staging your own Star Wars battles right away, making this the perfect starting point to begin building your Star Wars: Legion collection!

Pick up your copy of Star Wars: Legion Clone Wars Core Set (SWL44) at your local retailer today or online through our website with free shipping in the continental United States here!


Phase I Clone Troopers Unit Expansion

The first troops to take the field in the Clone Wars, Phase I Clone Troopers represent a new era of galactic warfare. Genetically crafted for battle and outfitted with state-of-the-art equipment, Clone Troopers charge into battle on countless worlds to do the job they were made for: defeat the Separatist Alliance and restore order to the galaxy.

The Phase I Clone Troopers Unit Expansion contains a full unit of seven unique, unpainted Phase I Clone miniatures, identical to the Phase I Clone Troopers included in the Star Wars: Legion Clone Wars Core Set. Five Phase I Clone Troopers wielding DC-15A Blaster Rifles are joined by a Z-6 Phase I Trooper and a DC-15 Phase I Trooper. This expansion also includes a unit card and an assortment of upgrade cards, inviting you to customize your Clone Troopers’ gear to fit your battle plan.

Pick up your copy of the Phase I Clone Troopers Unit Expansion (SWL47) at your local retailer today or online through our website with free shipping in the continental United States here!


B1 Battle Droids Unit Expansion

The Republic’s Clone Troopers may be bred for battle, but even the finest soldiers eventually break under the crushing weight of legions of B1 Battle Droids. Despite possessing little cunning or tactical intelligence, these droids march heedlessly forward to crush any resistance through raw attrition alone. Mindlessly loyal and eminently expendable, the Separatist Alliance has few qualms about sacrificing endless waves of B1 Battle Droids to subdue a planet.

The B1 Battle Droids Unit Expansion gives you the chance to supplement your Separatist Alliance forces with even more battle droids. Nine unpainted and finely-sculpted B1 Battle Droid miniatures identical to those found in the Star Wars: Legion Clone Wars Core Set stand ready to form the backbone of your army, including two miniatures carrying heavy weapons. Joining these miniatures are a unit card and a variety of upgrade cards inviting you to make your own personal refinements to your battle droids.

Pick up your copy of B1 Battle Droids Unit Expansion (SWL49) at your local retailer today or online through our website with free shipping in the continental United States here!


Upgrade Card Pack

Selecting the troops that you’ll lead into battle is only the first step in creating your own Star Wars: Legion army. Once you’ve supplemented your armies with fresh recruits, you can further enhance them with the addition of upgrade cards. Each upgrade unlocks new tactical possibilities for your army, giving you the freedom to customize your units to meet your individual preferences.

While every Unit Expansion contains a variety of upgrade cards that help enhance that particular unit’s natural abilities, the Upgrade Card Pack conveniently puts a vast library of upgrade cards at your fingertips no matter which faction you play. Bringing together sixty neutral upgrade cards originally found in expansions through the Clone Wars Core Set, this pack gives you access to a wide range of upgrades that invite you to fine-tune your units as you see fit and build the Star Wars army that best fits your strategy.

Pick up your copy of the Upgrade Card Pack (SWL51) at your local retailer today or online through our website with free shipping in the continental United States here!


Sullust Game Mat

This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.

The Sullust Game Mat sets your infantry battles amidst the barren wastelands and lava flows that scar the planet’s surface. Navigate your troops around the dangerous lava as you seek to gain an edge and outflank your opponent!

Pick up your copy of the Sullust Game Mat (SWS48) at your local retailer today or online through our website with free shipping in the continental United States here!


Hoth Game Mat

This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.

With the Hoth Game Mat, you can return to the frozen snowfields where the Rebel Alliance once sought shelter from the Empire. No matter if you’re recreating the Battle of Hoth or running a new operation on the planet, Hoth is sure to feature some of your most memorable battles.

Pick up your copy of the Hoth Game Mat (SWS49) at your local retailer today or online through our website with free shipping in the continental United States here!


Jakku Game Mat

This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.

The Jakku Game Mat transports your troops to the remote desert planet to battle among the windswept dunes. The planet’s wide spaces make for a sweeping and iconic vista, whether your troops are using its scorched badlands to flank your opponent or set up an ambush.

Pick up your copy of the Jakku Game Mat (SWS50) at your local retailer today or online through our website with free shipping in the continental United States here!


Star Wars: Outer Rim Game Mat

If you hope to turn your legacy into legend on the Outer Rim, you’ll have to be prepared for anything. A true legend uses every tool available to them to survive another day in an increasingly dangerous galaxy, and make a profit along the way.

Create your own legend with the Star Wars™: Outer Rim Game Mat for use with Star Wars: Outer Rim!

Organize your games of Outer Rim with this 26″ x 36″ rubber slip-resistant game mat, the perfect companion to the game of Mercenaries, Bounty Hunters and Smugglers for 1-4 players!

Pick up your copy of the Star Wars: Outer Rim Game Mat (SW05) at your local retailer today or online through our website with free shipping in the continental United States here!


Republic and Separatist II Adversary Deck

Explore the final days of the Republic with the Republic and Separatist II Adversary Deck for Star Wars™ Roleplaying! Featuring 20 NPCs from the Collapse of the Republic Sourcebook, this adversary deck keeps your campaign at your fingertips!

These adversary cards put all of the information GMs need to manage NPCs during a game session right at their  fingertips, without having to page through multiple books to find it. Additionally, the card format makes it easier for GMs to prepare between sessions. Players can also use these cards to represent NPC allies and hired help.

Statistics and skills are presented on one side of each adversary card, with talents, abilities, and equipment on the other. Additionally each card contains art and a description that the GM can use to help set the scene during a game session.

Pick up your copy of Republic and Separatist II Adversary Deck (uSWR16) at your local retailer today or online through our website with free shipping in the continental United States here!

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© & ™ Lucasfilm Ltd.

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The Master of Chains

By Fantasy Flight Games

Published 17 October 2019

|
KeyForge

The Master of Chains

An Interview with Ryan Roulston, the KeyForge Player with the Most Chains

“I will not chain you. You have already chained yourself through your blind affection for these mortals.”
   –Judge Slenderwile, Archon

In KeyForge, special tournaments like ChainBound events use chains as a balancing mechanic, reducing your starting hand size for more powerful Archon decks. If those decks continue to win, they will eventually gain enough Power Levels to level out of the ChainBound environment entirely! Today, we talk with Ryan Roulston, who not only leveled out of the ChainBound environment with his fabled deck, Elder “Hedge Bet” Haas, but did so while gaining a record-setting 21 chains in the process! Through the combined forces of Logos, Mars, and Sanctum, Ryan has managed reach new heights in the Crucible that were never thought possible.

Today, Ryan Roulston talks with us about how he first got into KeyForge, what makes his deck special, the recent KeyForge Organized Play announcements, and what players can do to climb the Master Vault leaderboards.

Fantasy Flight Games: Hi Ryan! Tell us about your gaming background.

Ryan Roulston: I’ve played video games ever since I was a kid. Mostly roleplaying games, but I’ve played most of the video gaming staples you’d expect. My wife got me into Magic: The Gathering back when we were first dating and that’s what led me here.

FFG: How did you get started with KeyForge, specifically?

RR: KeyForge sounded like a cool game when my local game store owner told me about it. I was really attracted to the ways in which it seemed to be targeted at fixing some issues—expensive deck-building, resource problems, counterspells existing—while also adding its own new twists from other card games, as well as Æmber being the win condition, procedurally generated decks, and the whole house mechanic. In general, it just seemed like a cool game and the more I’ve played it, the more I’ve liked it!

FFG: What do you do as a day job?

RR: I teach high school math, mostly. I also teach a video editing class, which is pretty cool. We livestream and have students do commentary for our home basketball games. I also coach track in the spring.

FFG: What is your gaming store of choice? Where have you been gaining all these chains?

RR: I play at a local shop called ProSoul Games. I earned all the chains there and hope Tom, Clay, Ashton, and the rest of the crew don’t think I’m going to go easy on them now that ol’ Elder Haas is banned in ChainBound.

FFG: It seems like you made this a personal mission of sorts! What was your motivation behind taking on this particular challenge? At what point did you realize you had done something pretty unique?

RR: There were two reasons.

First, I think that the whole chain system is pretty cool. I like semi-arbitrary progress bars in my games and the odd flex of getting a deck loaded up with chains really clicks with me. The second big reason is that ProSoul does this cool thing where they give out “golden tickets” for events that get you an invite to a special New Year’s event for that game. My love of weirdly flexing on people combined with there being a golden ticket for being the first person to get a deck to power level four made me decide it was my personal mission to be the first one at ProSoul to get a deck above 18 chains.

I didn’t realize the rarity of doing it until I was sitting at 18 chains and staring down a seemingly impossible task of going 2-1 to finally achieve my dream. Then, we had enough people at ChainBound for four rounds and I went 2-2, leaving me at 18 chains. I think at that point getting to 21 instead of 20 sounded really nice, kind of like super payback, you know? As a side note, one of the decks I lost to in the 2-2 week I got to beat when I finally made it to 21 chains. That felt nice. Sorry, not sorry, Nathan.

FFG: I’d love to hear a little about your favorite combos or pieces of the deck, what you like about them, and maybe a bit about how you use it to counter your local meta.

RR: The most powerful combo is

Xanthyx Harvester

(Age of Ascension, 173) on board with

Mars First

(​Age of Ascension, 165) and

Martian Generosity

(Age of Ascension, 202) in hand with five Æmber already in the pool. Math on that works out to “lose all your Æmber to draw 22 cards” or, in more accurate terms, “forge three keys and win the game.”

Beyond that, I think my favorite part about the deck—especially with heavy chains—is that there is a lot more strategy to it than just “do the combo and win.” In particular, I found that cards like

Golden Aura

(Age of Ascension, 217),

Smite

(Age of Ascension, 224), and

Grey Rider

(Age of Ascension, 226) let me do things I wasn’t supposed to that turn, like un-stun and fight with

Zorg

(Age of Ascension, 191), throw

Hexpion

(Age of Ascension, 113) at something to pseudo-draw a card, stuff like that—was really fun to discover once the deck slowed down a little with all the chains.

As far as local meta goes, I think we all started off loving board wipes, then we went to Æmber control decks, then eventually the meta kind of became, “Ryan’s playing his stupid deck again, how do we beat it?” Which the crew at ProSoul did plenty of times, the deck just always has a chance to archive a couple of key cards, get a lucky draw, and then explode for massive card advantage and win. Honestly, I think towards the end most games would end one way or the other while I still had over ten chains.

FFG: How do you mitigate or overcome the impact of all those chains with this particular deck? Do you feel like Elder “Hedge Bet” Haas is particularly suited to playing with so many chains?

RR: This deck certainly has the tools to overcome chains, but there is also plenty of strategy to it as well. The Sanctum house has tons of ways to buy another turn like

Doorstep to Heaven

(Age of Ascension, 231) and 

Aubade the Grim

(Age of Ascension, 213), but even

Bordan the Redeemed

(Age of Ascension, 215) can buy you a turn or two if your opponent ignores him. Logos archives stuff really well—even

Research Smoko

(Age of Ascension, 135) is good in the deck and great if you put him next to

Archimedes

(Age of Ascension, 108).

Titan Librarians

(Age of Ascension, 120) are the best librarians (besides my friend Clay, of course) and the value plays from

Helper Bot

(Age of Ascension, 112) can be nuts.

Mars is the big one, of course, but even outside the combo there are great cards to buy you time—

Nyzyk Resonator

(Age of Ascension, 184) increases costs,

Storm Crawler

 (Age of Ascension, 189) forces them to make tough decisions,

Tyxl Beambuckler

(Age of Ascension, 171) takes out pesky creatures, and

Mars First

(Age of Ascension, 165) is one of the most flexible cards in the game.

Then, of course, there is the “GenKA combo.”

Martian Generosity

 (Age of Ascension, 202) and

Key Abduction

(Age of Ascension, 182) is stupid good together. Instead of “lose all your Æmber and draw some cards” Martian Generosity really reads “double your Æmber and pick up half your deck” which is the real key to this deck’s success: forging keys is good, but forging keys for free is better.

FFG: Have you taken the deck to any recent KeyForge events? If so, how was that experience?

RR: I took Elder Haas to the Vault Tour in Las Vegas. Overall, it was a fun time and I ended up 4-2. The deck went 6-1, with the one loss being to a deck that used

Common Cold

(Call of the Archons, 336) to wreck my board, forge the first key with

Key Charge

(Call of the Archons, 325) and protect his Æmber from my Doorstep to Heaven, and then follow up with a

Control the Weak

(Call of the Archons, 55) into Mars the next turn which forced me to just pass and watch him forge his second key. After that, he just rode out his board state to the victory. Honestly, I was just glad to get to play Elder Haas without chains on it and I think the deck showed its worth at the event, I just didn’t have a good enough pair of backup decks to make day two.

FFG: What are your thoughts on the most recent KeyForge announcements like the VaultWarrior series, Store Leaderboard kits, and the new set, Worlds Collide?

RR: World Collide looks super fun! I’m interested to find out how the new houses play, as well as to see how some opinions of the Age of Ascension and Call of the Archons cards might change when paired with the new cards. The VaultWarrior series seems awesome. It’s a good sign for the long-term health of competitive play that there is money getting invested already. Store Leaderboards are possibly what I’m most excited about because I love playing competitively and adding this tracking to the store level will make for some fun friendly competition, I think.

FFG: What would you love to see next from KeyForge Organized Play?

RR: There’s been a ton of stuff announced lately, so I’m just excited for more details to come out about everything. I really like that the Store Leaderboard prizes are including alternate art cards, I think the unique decks of KeyForge make promo cards like this even cooler; you can’t just get a promo and put it in whatever deck you want so it makes it more rare than similar rewards for other games.

Along those lines, I really think that high-level competitions like the VaultWarrior Championship and the World Championship should do something to immortalize the winning deck, like a foil copy of the deck or adding something about it to the Master Vault. I’ve also heard rumors about an official judge program being in the works. As soon as that is announced I’ll be signing up, for sure. That’s definitely something I’ll be looking into.

FFG: When you open an Archon deck, what are you typically hoping to find? Do you have any preferred houses?

RR: I know there are lots of theories out there for looking at a deck and evaluating it, but I personally like to start with one question: How many cards do they have to play around? Cards like

Too Much To Protect

(Age of Ascension, 298),

Duskwitch

(Age of Ascension, 320), and Doorstep to Heaven are things that your opponent has to keep in mind or they might cost themselves the game, but even beyond that, I think there are lots of cards that are more subtle in how they win games.

That’s why Logos is my favorite house: there are so many small cards that seem like only small advantages, but they can snowball games. Titan Librarian,

Eyegor

(Age of Ascension, 111), and Helper Bot provide such great value in Elder Haas, but other cards like

Director of Z.Y.X.

(Age of Ascension, 127) or

Professor Sutterkin

(Age of Ascension, 118) are all great examples of cards that don’t win the game by themselves but enable you to make explosive plays later. There was a Crucible Cast that went through decklist stats of a Vault Tour pointed out this same sort of thing: Logos is a great support house.

FFG: Do you have any tips for players looking to climb the leaderboards?

RR: Play your decks. I mean, this deck has a super-strong combo with great support, but I learned a lot about the deck by playing on with it even after I slid back a couple of chains. A lot of what I like about KeyForge is the fact that each deck being unique means there is some learning to playing it. I’ve handed Elder Haas to great KeyForge players and had them lose against me because they didn’t know the deck well enough to make the right decisions when it mattered.

So, if you’re out there thinking you have a fun deck that is just dead at six or seven chains, I’d suggest you keep trying it at your local ChainBound events; odds are you’ll learn a lot about both that deck and Keyforge in general by working with fewer cards in hand.

FFG: Ryan, thank you for talking to us about your deck today. Good luck with Elder “Hedge Bet” Haas!

RR: Thanks!

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Your Last Stand

By Fantasy Flight Games

Published 17 October 2019

|
Arkham Horror: Final Hour

Your Last Stand

Previewing Solo Play in Arkham Horror: Final Hour

“A reddish glare, too, seemed to filter through the pale undergrowth beyond endless avenues of forest night. Reluctant even to be left alone again, each one of the squatters refused point-blank to advance another inch toward the scene of unholy worship, so Inspector Legrasse and his nineteen colleagues plunged on unguided into black arcades of horror that none of them had ever trod before.”
   –
H. P. Lovecraft, “The Call of Cthulhu”

Pre-order your own copy of Arkham Horror: Final Hour at your local retailer or online through our website with free shipping in the continental U.S. today!

Another day, another fight to save humanity from the powers of the Mythos. Or so it would seem. As an Arkham investigator, you have learned secrets of this world that would drive others mad, you have stared into the many faces of evil, and you have emerged triumphant time and again, keeping your home and its citizens safe. But not this time. This time, you have arrived too late. The eldritch rite has already been completed and the world around you erupts into chaos. Monsters break through the fabric of reality and—if you do not hurry to reverse the summoning—the end of the world is inevitable.

Arkham Horror: Final Hour is a fully cooperative game that asks investigator to work together to hold back the monstrous horde and uncover the clues that will lead them to undoing the eldritch rite, but you may find yourself in a situation where you are completely, utterly alone. Even then, though, not all hope is lost. 

Today, we offer you a closer look at the solo play mechanics for Arkham Horror: Final Hour—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

Prepare for the Worst

You may have the courage and strength to stand fearless against the terrible might of the Ancient Ones, but the investigators that you embody still need to rely on the strengths and skills of one another. As such, in a single-player game of Arkham Horror: Final Hour, you will control two investigators rather than one, making sure to keep those investigators’ decks, items, and health tokens separate.

This version of gameplay provides you with a bit more flexibility and control over the evils you will face as there is no lead investigator, meaning you get to make all decisions for the two characters you are playing. If an effect specifically refers to the lead investigator, you decide which of the two investigators is the lead investigator for the purposes of that effect, and if an effect resolves “in turn order,” you also get to choose the order in which your two characters resolve it. But make no mistake, the challenges you will face are still monumental and it will take every ounce of cunning you have to stay alive and save your city.

Spring into Action

Unlike a typical game of Arkham Horror: Final Hour, in a single-player game priority cards are not dealt to each investigator and you do not maintain a hand of cards. Rather, during the Action Phase you draw five priority cards (as opposed to the usual four), and then immediately choose one of them to place beside the Ancient One sheet. This priority card, and all future cards placed here, will be used when you attempt to reverse the ritual, giving you an opportunity to guess which symbols you need every round and then save them for later. 

Priority Card 4 will automatically be committed in the attempt to reverse the ritual!

Next, you place the remaining four priority cards faceup on the table in a row, ordered from lowest to highest. These are the four priority cards that you will play for the round. Just like a multiplayer game of Final Hour tasks you with working with limited information and weighing the importance of your action against the potential needs of your allies, the game’s single-player mode requires you to make tough decisions without the certainty of knowing what lies ahead. 

Once the priority cards have been laid out for the round, you reveal the top card of either of your investigator’s action deck and place it on any of the row’s faceup priority cards that does not already have an action card on it. Then, in one of the biggest mechanical changes from multiplayer mode, you immediately resolve the card’s effect. If the action card was placed on one of the two lowest priority cards, you resolve its top effect; if it was placed on one of the two highest, you resolve its bottom effect. This gives you the chance to watch the board evolve, gaining more information to work with as the round progresses. You may choose to have your characters investigate first before any monsters are fought, which may alter where you decide to move or which creature you battle. This may provide vital information that will be key to keeping you alive as you face the terrors of the Mythos alone.

Ashcan Pete may either play his action on priority card 7 to resolve its top effect, or on 10 to resolve its bottom effect.

This process is repeated until each investigator has resolved two cards. You are free to choose the order of the investigators’ actions each round, either resolving both action cards from one investigator and then the other or alternating investigators. No matter what order you choose, each investigator’s action cards go to their separate discard piles at the end of the phase. Hopefully you will have found precious clues to help you undo the ritual and return the natural order of the universe before it’s too late!

Dark Omens

Facing an Ancient One alone may seem daunting, but you have no choice if you wish to save the Earth from their wrath. As with a multiplayer game, during the Reckoning step of the Ancient One phase, you discard the four priority cards used during the Action Phase and resolve the effect on the Ancient One sheet that corresponds to the number of omen icons on those cards.

Now, as you do not have a hand of priority cards to choose from, the control you have over the number of omen icons that appear is limited. You must take care to find balance at the start of the Action Phase when you choose which priority card to set aside next to the Ancient One sheet. If you are torn as to which symbols you need to reverse the ritual, it may be wise to place the card with the most omen icons aside so they will not return to haunt you later. After the Reckoning, the Gate step is resolved as normal, with rifts growing and monsters spawning across the board, and the Pass Lead Investigator Token step is skipped. And thus, your dance with death continues until you are ready to undo the hellish rite and singlehandedly save the world.

In this case, three matching priority cards have been committed, successfully reversing the ritual!

When you are ready to attempt to reverse the ritual, you automatically commit all of the priority cards that were placed next to the Ancient One sheet over the course of the game. This may seem like a distinct disadvantage from multiplayer play where you have the choice to commit cards from your hand at the end of the game, but where a multiplayer game requires matching symbol icons equal to twice the number of investigators, a single player game only requires three. If you can successfully deduce which symbols you need, you will be single-handedly responsible for saving Arkham! But if you fail, you will be the key that leads to its downfall. 

The Final Hour

Arkham is in peril and there is nowhere else for you to turn when the fight for the world is at hand. You must defend your city, even if it costs you your life or your sanity. Prepare to face the final hour and stand fearless against the powers of the Mythos!

Pre-order your copy of Arkham Horror: Final Hour (AFH01) at your local retailer today or online through our website with free shipping in the continental United States here!

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Battlestar Galactica SB: Raptors and Heavy Raiders in US stores from October 18th

By Ares Games

The second wave of Spaceship Packs for Battlestar Galactica – Starship Battles, introducing the Raptor and the Cylon Heavy Raider, is now shipping to distributors and starts to hit the US stores from October 18th. The new Spaceship Packs will be available in other countries in the following weeks, and will be in sale at Spiel 2019 (October 24-27, Essen, Germany). Boomer’s Raptor. The Colonial Raptor …

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Wind Through Falling Leaves

By Fantasy Flight Games

Published 16 October 2019

|
Legend of the Five Rings Fiction

Wind Through Falling Leaves

Read a New Short Story Set in the World of Legend of the Five Rings

Kakita Yoshi cannot look to the past. Dwelling on his mistakes does nothing to assist the Crane in their struggle for the very survival of their Clan. Now, in the Imperial Capital, where the

brazen Bayushi Shoju has made his grab for power, the Crane are in more danger than ever. Surrounded by enemies in a world that seems set against them, who can the Crane turn to in their hour of need?

Fantasy Flight Games is proud to present “Wind Through Falling Leaves” by Lisa Farrell, a new short story set in the world of Legend of the Five Rings!

Look to the Future

“Wind Through Falling Leaves” builds on events featured in “Behind the Empty Throne” and “Roar of the Lioness”, and can be downloaded here (6.0 MB)!

In this new era of Rokugan, what surprising new alliances will emerge? Can Kakita Yoshi succeed in an Imperial Capital controlled by the Scorpion? Continue visiting the Fantasy Flight Games website for answers to these questions and more!

Join us next week for even more Legend of the Five Rings Fiction, and be sure to check out Legend of the Five Rings: The Card Game for your own opportunity to influence the fate of Rokugan!

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2019 Star Wars: Imperial Assault Prime Championships

By Fantasy Flight Games

Published 15 October 2019

|
Star Wars: Imperial Assault

2019 Star Wars: Imperial Assault Prime Championships

Prizes, Dates, and Locations for the Imperial Assault Prime Championships

“It’s not wise to upset a Wookiee.”
   –Han Solo, Star Wars: A New Hope

Star Wars™: Imperial Assault players, prepare yourselves for the upcoming Prime Championships, where the very best Imperial, Rebel, and Mercenary armies will meet on the battlefield for a series of spectacular skirmishes! In this article, we’re excited to share dates and locations, as well as the prizes for these rousing Star Wars™ events!

Previously known as Regional Championships, Prime Championships are high-level tournaments that draw in talented players from all over to compete. These events are a central part of the Organized Play path that leads the World Championship, offering an invitation to the one player who outsmarts the competition on the ground and claims the title of Prime Champion! Not only do these events serve as challenging conflicts where you can truly put your personalized army to the test, but they’re also excellent opportunities to form new friendships in your area as you play Star Wars: Imperial Assault​ with other passionate fans!

Before you lock in your final roster and deploy your armies, make sure you first get the full briefing on the prizes available at these engaging events!​ Among these prizes, you’ll find acrylic tokens, extended art cards that include errata, deckboxes, and of course, an invitation to the next World Championship! After the prize preview below, you will find a full list of dates and locations for this upcoming season of Prime Championships. 

Placement Prizes

At a Star Wars: Imperial Assault Prime Championship, each player in the Top 32 will receive an extended art version of the imposing Gamorrean Guard. Players who fight their way into the Top 8 will win a plastic version of Spectre Cell, with added errata. Then, those players who prove to have extraordinary abilities and make the Top 4 cut will receive a set of eight green and red activation tokens. ​Separately, the Top 4 Imperial players will receive an extended art version of The Grand Inquisitor, the Top 4 Mercenary players will earn Bossk and finally, the Top 4 Rebel players will win an extended art version of Leia Organa, with errata. 

Finalists and Champion

Both finalists of a Prime Championship will win an Imperial Assault trooper box, but only the Prime Champion, the one player who overwhelms the opposition at every turn, will win a medallion emblazoned with the damage symbol and an invitation to the next World Championship!

You Are in Command

Listed below are dates and locations for the upcoming Prime Championships. Find one of these events near you and make your plans to attend one today! Check back for more events as we update this list. For specific event details, please contact the event location directly. Retailers, if your information is listed incorrectly, please send the corrected information to organizedplay@fantasyflightgames.com and we will update it.

Updated: October 15, 2019

United States

Date Store City State
December 7, 2019 Pastimes Comics & Games Niles Illinois
December 7, 2019​ Blackfyre Games Pleasant Grove Utah
December 7, 2019​ The Realm Games & Comics Brea California
January 11, 2020 Epic Loot Games Springfield Ohio
January 11, 2020​ Atomic Empire Durham North Carolina
January 18, 2020​ Heroes Comics & Gaming Louisville Kentucky
January 18, 2020​ Fantasy Flight Games Center Roseville Minnesota
February 8, 2020 Bluegrass Magic Gameshop Lousiville Kentucky
February 8, 2020​ Game Wizard and Blue Sky Hobbies Bremerton Washington
February 22, 2020​ Eternal Games Warren Michigan
February 22, 2020​ Mythic Games Littleton Colorado

International

Date Store City Country
January 18, 2020 Dueling Grounds Peterborough, ON Canada
January 25, 2020 A Muse N Games Winnipeg, MB Canada

An Explosive Finale

Defeat is not an option. Push through any obstacle you encounter and do whatever it takes to win, even if all you leave behind on the battlefield are ash and cinders. Don’t miss out on these one-of-a-kind Star Wars: Imperial Assault events. Make your plans to attend a Prime Championship today and seize your reward!

Be sure to check this page regularly as we will continue to update the list above with more events from around the world. Now, prepare for the coming battles that lie ahead and lead your army to victory!

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Enhanced Infantry

By Fantasy Flight Games

Published 15 October 2019

|
Star Wars: Legion

Enhanced Infantry

Preview the Imperial Stormtroopers Upgrade Expansion and the Rebel Troopers Upgrade Expansion

“It’s them! Blast ’em!”
   –Stormtrooper, Star Wars: A New Hope

Since it launched, Star Wars™: Legion has grown to encompass iconic units from across the Star Wars saga, including both the Galactic Civil War and the Clone Wars. From grizzled veterans willing to do whatever it takes to defeat the Empire to intimidating special forces units like Imperial Death Troopers, each unit opens new possibilities for its faction, adding variety to your armies while expanding the strategies you can pursue.

Pre-order your own copies of these Upgrade Expansions at your local retailer or online through our website with free shipping in the continental U.S. today!

Now, both sides of the Galactic Civil War are taking a different approach, outfitting the troops that have formed the backbone of their armies from the very beginning with new weapons and gear with the Imperial Stormtroopers Upgrade Expansion and the Rebel Troopers Upgrade Expansion!

In addition to containing four miniatures featuring different sculpts than those found in either the Star Wars: Legion Core Set or their respective Unit Expansions, these Upgrade Expansions also include upgrade cards featuring new heavy weapons and personnel options, giving you even more power to customize these units.

These upgrades can be seamlessly incorporated into your existing Stormtrooper and Rebel Trooper units to suit your strategy. At the same time, the heavy weapons miniatures can also be assembled with their standard weapons, giving you even more sculpts to choose from as you create your units! Join us today as we take a closer look at the new ways you can outfit some of the Galactic Civil War’s most iconic troops!

Shock and Awe

The E-11 blaster rifle may be the weapon most closely associated with the Empire’s ubiquitous Stormtroopers, but it is far from the only weapon they utilize in the field. These troops actually carry a wide range of heavy weaponry into battle, with each new weapon serving its own purpose on the battlefield.

In the Star Wars: Legion Core Set alone, Imperial Stormtroopers could add the long-range power of a

DLT-19 Stormtrooper

or hammer enemy vehicles with an

HH-12 Stormtrooper.

The Imperial Stormtroopers Upgrade Expansion adds two more heavy weapons to their arsenal, allowing them to take on an even more specialized role within your army.

Rebel units are known for their ability to dodge incoming fire, but a

T-21 Stormtrooper

gives their unit a better chance of hitting their targets no matter how quick they move. Sometimes, though, you need to target an enemy at longer range. During those moments, an

RT-97C Stormtrooper

can unleash a torrent of fire against an enemy that thought it was safe.

But heavy weapons aren’t the only way for Stormtroopers to mix up their tactics. Although their stark white armor makes it hard to discern one from another, specially trained Stormtroopers can bring benefits to the entire unit. Every corps unit risks becoming rattled in the thick of battle, but a

Stormtrooper Captain

assuming command can keep their troops steady in the face of adversity. Better yet, a Stormtrooper Captain brings much needed discipline to their unit, adding a valuable training icon to the unit’s upgrade bar. This opens the door for them to freely

Duck and Cover

from enemy fire without worrying about being suppressed during their own activation provided a nearby commander keeps them from panicking.

While they may lack the leadership abilities of a Captain, a

Stormtrooper Specialist

can contribute in their own way. This mini can spot targets for the unit, helping them fire more accurately. They also give the unit the option of equipping additional gear, making the unit more versatile. Combining some

Grappling Hooks

with

Environmental Gear,

for instance, makes the unit highly mobile—and all the more threatening to the enemy.

Burning Bright

The Rebellion’s greatest strength is its ability to draw beings from every planet to its ranks. Banding together to fight the Empire, these soldiers do much more than diversify the units they’re a part of. They also bring a wide variety of weaponry into battle beyond the standard A-280 blaster rifle, helping Rebel Trooper units across the galaxy adapt to changing battle conditions.

The Star Wars: Legion Core Set already gave Rebel Troopers two powerful options to deal with common battlefield situations. The Rebel Alliance knows that its troops are likely to face powerful Imperial vehicles any time they engage Imperial troops, and an

MPL-57 Ion Trooper

can prove invaluable when they do. Likewise, the Empire has entire legions of troops at its command, and a single

Z-6 Trooper

can quickly help the Rebels even the odds.

Despite these powerful options, Rebel Trooper units can contribute to their armies in even more ways with two new heavy weapons. An Ithorian equipped with an

SX-21 scatterblaster,

for instance, makes their entire unit extremely lethal at close range, even against enemies sporting thick armor. On the other hand, a

Theelin DLT-20A

Trooper can not only target enemies from a distance, they can also punch through armor and cover with a critical hit.

But some problems can’t be resolved with heavy weapons alone. One of the biggest challenges the Rebel Alliance faces is keeping the fires of rebellion burning even when all hope seems lost. An Ishi Tib

Rebel Trooper Captain

makes these moments a little easier for the troops under their command to bear. What’s more, combining their ability with the training slot they provide can help the captain lead their unit on an

Offensive Push

toward a critical objective.

On the other hand, Rebel Troopers are trained to nimbly dodge incoming attacks and a Gran

Rebel Trooper Specialist

can further complement this ability. Just like the Stormtrooper Specialist, they also open up new possibilities by giving their unit the chance to carry more gear. With their defensive capabilities enhanced by the Rebel Trooper Specialist, your unit might be more inclined to head deep into enemy territory loaded with some

Recon Intel

and

Emergency Stims

to help them along the way.

Outfit Your Armies

As the Galactic Civil War escalates, both sides look to better equip their troopers fighting on the ground. Enhance your units and switch up your strategies with these Upgrade Expansions for Star Wars: Legion!

Look for these Upgrade Expansions at your local retailer in the fourth quarter of 2019. Pre-order your copies at your local retailer or online through our website with free shipping in the continental United States here!

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© & ™ Lucasfilm Ltd.

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