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Characters / Star Wars Legion Galactic Empire

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Commanders:

    Darth Vader - Dark Lord of the Sith 
Master of the Dark Side, his skill with a lightsaber is unmatched.
  • Bad Boss: 'New Ways to Motivate Them' instantly wounds a friendly unit, but allows them to take an action.
  • Close-Range Combatant: Vader's Lightsaber is his only weapon.
  • The Dreaded: 'Master Of Evil' heaps 3 suppression on enemy units, enough to send most normal troops into panic and even high courage units like Luke will be suppressed.
  • Implacable Man: Has infinite courage, which means he will never become suppressed or panic. Combine that with his high health pool and immunity to Pierce, and you have a solid example of this trope. He even has a command card called 'Implacable', which lets him suffer a wound to gain a second activation.
  • Mighty Glacier: His attack and defensive strength are unquestioned, but his biggest weakness is his 1-speed movement. Avoiding him altogether is possible for most units. The "Darkness Descending" command card, introduced with his Operative variant, alleviates this weakness a little by letting him deploy outside the usual deployment zone.

    General Veers - Master Tactician 
An expert in ground combat, General Maximilian Veers possesses several useful buffing abilities for both infantry and vehicles.
  • Badass Normal: Lacks any force compatibility or fancy weapons and gadgets, but can still stand alongside Vader and Palpatine as a solid commander. While he is mostly valued for improving the efficiency of those around him, he has also gained a reputation in competitive play for being something of a crit machine; his E-11 rolls three white dice and he surges to crit, which makes him surprisingly effective against entrenched infantry.
  • Took a Level in Badass: In The Empire Strikes Back, he was a highly competent and effective commander, though one that operated from the relative safety of an AT-AT cockpit. Here he not only takes to the ground but is a better shot than a standard Stormtrooper.
  • Support Party Member: Is more valued for his support abilities than his attack strength.

    Emperor Palpatine - Ruler of the Galactic Empire 
The supreme leader of the Empire. Possesses powerful command abilities in addition to lethal Force Lightning.
  • Limit Break: The command card "And Now... You Will Die" allows him to take a wound and a suppression token in order to make a free attack. This can happen any number of times as long as he has health.
  • Mighty Glacier: Like Vader, is limited to 1-speed movement. Unlike Vader, this isn't as crippling thanks to possessing a ranged weapon by default.
  • Mythology Gag:
    • "And Now... You Will Die" references both the climax of Return of the Jedi (torturing Luke with Force Lightning is what causes Darth Vader to pull a Heel–Face Turn and kill him), as well as his fight scene in Revenge of the Sith (Mace Windu deflecting his Force Lightning is what causes him to become disfigured).
    • "Give in to Your Anger" references his status as The Corrupter.
  • Orcus on His Throne: Possesses the unique 'Pulling the Strings' keyword, which lets him use one of his actions to make another trooper unit perform a free move or attack action.
  • Shock and Awe: Force Lightning is his only attack, though it is also one of the strongest in the game.
  • Stupidity-Inducing Attack: The "Give In To Your Anger" command card. Palpatine can force an enemy trooper unit to activate first; if that unit does not make an attack, it gains four suppression tokens.
  • Squishy Wizard: He shares the title of 'lowest Commander health' with Veers. Although he does have favourable defensive stats, he can still be focused down by a committed opponent.
  • Title Drop: His 3-pip "An Entire Legion" is the namesake of the game.

    Imperial Officer - Ruthless Commander 
A generic commander possessing several buffs for her allies. Can be deployed alone as a commander unit, or embedded within a squad of troopers as an upgrade.
  • Cosmetically Different Sides: Is almost identical to the Rebel Officer, with the only differences being that she gets Spotter instead of Take Cover, and that her personnel upgrade is slightly more expensive.

    Director Orson Krennic - Architect of Terror 
Head of the Empire's Advanced Weapons Research division, and the man who oversaw the creation of the Death Star.
  • Bad Boss: The "Compel" keyword lets him provide a free action to any nearby unit that has suppression, on the condition that they gain another suppression token.
  • The Dreaded: His 3-pip command card, "Annihilation Looms", gives a suppression token to every trooper on the board, friend or foe. This synergises pretty well with the aforementioned "Compel" keyword, as well as the "Strict Orders" upgrade (if a unit has an order, it can remove one suppression token instead of going through the RNG rallying process).
  • Support Party Member: Even moreso than General Veers, his attack output is both short-ranged and unimpressive in damage. He mostly relies on his 'Compel' and 'Entourage' keywords to maximize action economy.

    Iden Verso - Inferno Squad Leader and Iden's ID 10 Seeker Droid - "Droid" 
The leader of Inferno Squad, one of the Empire's most elite special forces units. Can be deployed as a Commander, or can gain the 'Infiltrate' keyword by deploying as an Operative. The seeker droid ID10 has the option of deploying alongside her.
  • A Dog Named "Dog": The ID10's subtitle is simply '"Droid"'.
  • Cold Sniper: Can be equipped with a DLT-20A, a powerful sniper rifle.
  • Crazy-Prepared: Her "Loadout" keyword allows her to swap upgrades for another of equal or lower cost before the start of a game.
  • More Dakka: If you forego the DLT-20A, you can instead choose the TL-50 Heavy Repeater which has less range, but fires a whole lot more dice.
  • Support Party Member: ID10 fulfils this role, featuring just one health point but possessing useful support abilities, including a shield, an extra short-ranged attack and giving Iden a Comms upgrade slot.

    Agent Kallus - Hunter Of Spectres 
One of the Imperial Security Bureau's top agents.
  • Anti-Escape Mechanism: his command card "Fight Me" prevents targets from withdrawing, forcing them into the engagement.
  • Crazy-Prepared: The Contingency 2 keyword lets him keep command cards as a back up
  • Heel Realization: Implemented in-game by his flaw card "Developing Sympathies" which paralyzes him for a turn if he attacked.
  • Jack of All Stats: If he chooses to take his Bo-Rifle, he can fight at both ranged and melee. His command cards also lean into a mixture of support and messing the enemy plans. While not as good at shooting as a sniper or as good at melee as a force user or have consistent buffs like commanders, But ee has access to all of those abilities at any given time.
  • State Sec: As a member of ISB, he is not technically a member of the military but internal security. This is represented in his 2-pip command card ISB Surveillance, which allows him to temporarily prohibit the use of enemy command cards.
  • Swiss-Army Weapon: His J-19 Bo-Rifle has both a blaster and staff configuration for ranged and melee attacks.

Operatives:

    Darth Vader - The Emperor's Apprentice 
A living embodiment of the Empire's power, Darth Vader honed his abilities hunting Jedi around the galaxy. As an Operative, he is primarily on his appearance in Rogue One.
  • Close-Range Combatant: His lightsaber remains his primary weapon, though this time he can use Force Throw to disrupt enemies further away from him.
  • Mind over Matter: All Jedi, naturally, though this form of Vader gets Force Throw as an attack, which lets him move units that it hits. The expansion also introduces “Vader’s Might”, a 1-pip command card compatible with both Commander and Operative Vader. It lets him move any non-Heavy unit, and then if it was an enemy attack it.
  • Mighty Glacier: Though he still broadly fulfils the same niche, he gets a few new abilities to speed him up. This includes the ability to take on suppression to move faster, and a command card that offers him the chance to deploy outside of his usual deployment zone.
  • Mythology Gag: The “Fear and Dead Men” command card is a reference to Vader’s iconic “All I am surrounded by is fear and dead men” line from Star Wars: Vader Down.
  • Weak, but Skilled: At least in comparison to the Commander Version of himself, He has finite (though still high) courage, less HP, and less damage but gains more mobility, a built-in ranged attack, and the Jedi Hunter keyword.

Corps:

    Stormtroopers 
The loyal backbone of the Empire's armies. Heavy weapons include the DLT-19 rifle for long-range anti-vehicle damage, and the HH-12 rocket launcher.

The upgrade expansion provides additional heavy weapon options with the T-21 blaster for high-volume firepower effective against entrenched units, or the RT-97C for a more infantry-focused alternative for the DLT-19.


  • Armor Is Useless: Averted. Despite the memetic status of stormtrooper armor among fans, stormtroopers have a red defense die which gives them the edge over rebels in resilience.
  • Cannon Fodder: slightly more expensive than their equivalent in the Rebel and CIS faction and with a bit more toughness, but 3 out of the 5 members of their squad exist primarily to protect the heavy weapon carrier from harm.
  • More Dakka: Most heavy weapons they can equip are light machine guns.
  • Imperial Stormtrooper Marksmanship Academy: Amusingly enough, avoided. It is true that standard Stormtroopers roll inaccurate white dice, making them fall into this on paper. The 'Precise' keyword, however, enhances the effects of aim tokens, the unit surges to hits, and they gain access to a red dice rolling heavy weapon in the DLT-19, making them much more accurate then their base stats would suggest.

    Snowtroopers 
A variant of Stormtroopers trained and equipped for operations in hazardous environments. They trade speed for the keyword 'Steady', which gives them a free ranged attack action after moving. Heavy weapons include the Flametrooper and the T-7 Ion rifle.
  • Close-Range Combatant: The Flametrooper pushes them into this role, advancing at a steady pace into the enemies frontline before unleashing a devastating attack if not stopped.
  • Fire-Breathing Weapon: The Flametrooper, naturally.
  • Imperial Stormtrooper Marksmanship Academy: Moreso than regular Stormtroopers, given that they lose access to 'Precise' or accurate long-range heavy weapons.
  • Mighty Glacier: The slowest Corps unit, but also potentially the one with the highest damage potential in a single attack. note 

    Shoretroopers 
Shoretroopers represent a well-trained division of Stormtroopers assigned to defend the Empire's secretive bases. Equipped with the improved E-22 blaster, they may additionally bring the T-21B Targeting Rifle to supplement their firepower at a range, and may also deploy a DF-90 Mortar as a supplementary unit for long-range suppression.
  • Awesome Yet Practical: The strongest and most expensive corp unit the imperials can field, but pre-nerf was their most used corp unit. Even after a solid nerfing, they remain a highly competitive choice.
  • Canon Foreigner: The DF-90 Mortar is a weapon made for this game, representing a portable version of the AT-ST's own mortar launcher.
  • Elite Mook: Combining the mobility and range of Stormtroopers with the defensive and support role of Snowtroopers, they make the Empire's most elite option among corps units.
  • Obvious Rule Patch: The February 2020 rules update removes the ability for the Comms Relay upgrade to be equipped by Emplacement Troopers. Prior to this, giving the DF-90 Mortar a Comms Relay was omnipresent as part of the ‘Shoreline’ meta. The Shoretroopers’ ‘Coordinate’ keyword lets them give a DF-90 an order if they themselves receive one. By then relaying that order to another Shoretrooper unit, it becomes possible for orders to be given to each Shoretrooper and an additional unit of your choosing at the end of the chain, and for the Imperials to be given a strong degree of activation control. Removing the Comms Relay from the DF-90’s options prevents this exploit from working.

Special Forces:

    Scout Troopers 
The primary elite force within the Empire's armies, who can be equipped with either a DLT-19x Sniper or a Sonic Charge Saboteur. Can be deployed as a squad or as a two-person Strike Team.
  • Close-Range Combatant: Their basic weapons are short range but powerful. Their sniper rifle is slightly more consistent to make up for it.
  • Demolitions Expert: Can be equipped with a saboteur who deploys remote detonated Sonic Charges.
  • Early-Bird Cameo: Appear twice on the card artwork for 'Long-Range Comlink' and 'Ambush'.
  • Glass Cannon: The Scout Troopers themselves roll white defence dice, one of the few Imperial units to do so. There's also the Strike Teams, which are this by nature of their small size
  • Target Spotter: The Strike Teams are made up of one of these alongside either a sniper or a saboteur.

    Imperial Royal Guards 
Emperor Palpatine's personal entourage. Potent fighters that can take hits for fellow commanders or troopers.
  • Close-Range Combatant: Possess decent ranged weapons, but their Force Pikes is where their real attack strength lies. The 'Electrostaff Guard' heavy weapon upgrade enhances this even further, granting them immunity to Pierce and so allowing them to go toe-to-toe with Jedi.
  • Praetorian Guard: Their job description. Emperor Palpatine even gives a free order to a squad if they are close to him, further encouraging them to use them this way.
  • Taking the Bullet: Have a built-in ability to do this.

    Imperial Death Troopers 
A secretive section of Stormtroopers that answer directly to Imperial Intelligence.
  • Continuity Cameo: DT-F16 can be chosen as an upgrade to lead a Death Trooper squad.
  • Elites Are More Glamorous: While most special forces units tend to be more specialist than corps units, Death Troopers essentially function like supercharged Stormtroopers.
  • Master of All: They surge on both offence and defense, have built in suppression control, and possess excellent shooting. While not intended for melee, they fare better there than most other troopers. They are balanced by their high cost, preventing you from fielding so many.
  • Praetorian Guard: Downplayed. They serve as this to Director Krennic, in the movies and in-game thanks to the entourage keyword. However, they lack any keywords that allow them to fill this role for any other unit.

    Imperial Special Forces 
After the destruction of the Death Star, the Imperial Navy began to develop a number of small special forces units trained and equipped to complete their missions with complete self-sufficiency.

This unit can be deployed either as a generic Special Forces unit, or as the unique Inferno Squad. Gideon Hask and Del Meeko available as upgrades that are automatically included within Inferno Squad, or alternatively they can be embedded within Corps or regular Imperial Special Forces units.


  • Critical Hit Class: The generic Imperial Special Forces can have a T-21 heavy weapon user, which has a range of damage variance due to having both four white dice and the Critical 2 keyword.
  • The Engineer: Del Meeko's repair skills are carried over here. With his ability to be embedded into Corps units, he is essentially an upgrade to the standard Astromech droids who can double as a sniper unit.
  • Friendly Sniper: Del Meeko, again, brings his DLT-19x rifle to battle.

Support:

    74-Z Speeder Bikes 
A pair of repulsor bikes specialised for hit and run attacks.
  • Emergency Weapon: If a unit is outside of its primary weapon's firing arc, the riders can use their own weaker blasters to make shots instead.
  • Fixed Forward-Facing Weapon: The bike's mounted weapon, the Ax-20 Blaster Cannon, is this.
  • Fragile Speedster: Fast and agile, but has the lowest health pool for an individual vehicle in the game

    E-Web Heavy Blaster Team 
A mounted blaster that can be used to defend a strategic chokepoint or provide covering fire for other forces.
  • Emergency Weapon: The gunners can use their E-11 Blasters if they urgently need to attack a unit after moving.
  • Mighty Glacier: One of the slowest units in the game: Speed 1, and cannot use its main gun in the same activation as a move action. The E-Web used to also possess the “Plodding” keyword, which prevented it from moving twice in a single activation. This was deemed a bit too harsh however, and the keyword was removed in the September 2019 points update.

    Dewback Rider 
A cavalry unit exploited by Stormtroopers to represent their dominance over local populations. Tough and mobile, the rider may equip themselves with a T-21 or RT-97C blaster, or choose to enhance the Dewback's deadly short range potential with a CR-24 Flamethrower.

Heavy:

    AT-ST 
A Walking Tank that can be simultaneously equipped with a range of weapons.
  • Attack Its Weak Point: Its rear.
  • The Cameo: General Weiss, a Canon Foreigner from another Fantasy Flight game, Star Wars: Imperial Assault, shows up as a Pilot upgrade for the AT-ST.
  • Fixed Forward-Facing Weapon: Its primary weakness. All of its weapons can only fire in its front arc, so positioning is vital to consider.
  • Multi-Ranged Master: All of its weapons fulfil a different niche: Its two Blaster Cannons provide powerful direct fire, the Grenade Launcher blasts through cover at short-range, and the Mortar Launcher is a long-range suppressant.

    TX- 225 GA Vw Occupier Combat Assault Tank 
A menacing transport unit equipped with an array of heavy weapons.
  • Attack Its Weak Point: The sides. Because of the base's oval shape, it is an easy target to hit.
  • Awesome Personnel Carrier: Is armed to the teeth, and capable of ferrying a full squad around on its flatbed. Said flatbed isn't protected though, so any damage the vehicle takes will be passed on to its cargo.
  • The Cameo: First Sargeant Arbmab, another Canon Foreigner from Fantasy Flight's Star Wars: Roleplaying Game, is a Pilot upgrade that comes with the tank.
  • Fixed Forward-Facing Weapon: It's primary weapons, as powerful as they are, can only shoot forward. The "Reposition" keyword, letting it pivot after moving, makes it a bit more flexible than the AT-ST however.
  • Mythology Gag: The model comes with a trio of Kyber crystal containers that it can carry on its flatbed, a reference to the tank's appearance in Rogue One.

    LAAT/le Patrol Transport 
After the formation of the Empire, the production of the LAAT/le Patrol Transport was expanded in order to solidify the new regime's rule across the galaxy.

    Imperial Dark Troopers 


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