New Republic Kit Reveals Pt 1
Hello Holotable Heroes and welcome to the Era of New Republic! Today we will be going over a few of the new upcoming units with another Kit Reveal post coming down the road with 3 new characters whom we cannot disclose today (SECRETS).
As finalized artwork comes in, we will be adding them into the kits so stay tuned!
UNIT NAME: R5-D4
ALIGNMENT: Light Side
CATEGORIES: Support, Droid, New Republic, Rebel, Rebel Fighter
------
R5-D4, the "Red One," is the astromech droid whose famous malfunction changed the course of galactic history. Though remembered for a single moment on Tatooine, this droid eventually joined the Rebellion and later the New Republic, working alongside pilots like Carson Teva to help restore peace to the galaxy.
R5-D4 is designed as a Light Side Support and the first member of a powerful New Republic squad, bringing disruption and battlefield pressure through Damage Over Time and cooldown manipulation. He pairs naturally alongside Carson Teva and the New Republic crew, but any Rebel squad benefits from a droid willing to detonate himself for the cause.
Sometimes the droid nobody picked turns out to be the one that wins the fight.
Basic: The Red One
Deal Physical damage to target enemy and inflict 2 stacks of Damage Over Time for 1 turn. If it's R5-D4's turn, Expose target enemy for 1 turn. During an enemy's turn, Shock that enemy for 1 turn.
Design Notes: R5-D4 has the twist in the conditional debuff where, on his turn, he inflicts Vulnerable on enemies for bonus damage whereas during enemies' turns he locks their Turn Meter.
This Basic is built to feed the rest of R5-D4's kit. The Damage Over Time stacks power his Unique and reduce the cooldown of Bad Motivator, reinforcing his role as a disruption engine for the team.
Inspiration : “The Red One” is the nickname given to the R5-D4 by Luke when pointing him out to the Jawas on Tatooine. It felt right for his most fundamental ability. Just like that moment, the Basic may appear simple on the surface, but what it sets in motion can change the course of the battle.
—---
Tactical Support - Cooldown 3
Dispel all debuffs on New Republic allies. All allies gain a stack of Retaliate for 1 turn and the following benefits based on their faction and role :
- Attackers: Rebel allies ignore Taunt effects for 1 turn, increased to 2 turns if they are New Republic allies
- Healers and Supports: New Republic and Rebel allies gain 75% Critical Avoidance for 2 turns
- Tanks: New Republic allies gain 2 additional stacks of Retaliate for 1 turn and they Taunt for 2 turns
Design Notes : This ability connects R5-D4 and the rest of the New Republic team. R5-D4 also finds a good spot to help Rebels. The Ignore Taunt effect creates a powerful dynamic, allowing damage dealers to target priority enemies while the Tank absorbs incoming damage. This reinforces coordinated team play and strategic target selection.
Inspiration : R5-D4 spent years as a field mechanic and tactical asset for New Republic and Rebel operations. It wasn't flashy work but it kept the squad alive. Tactical Support captures that identity. R5-D4 isn’t leading the charge, but adapts to the needs of the crew, ensuring everyone around him can do their jobs better.
—---
Bad Motivator - Cooldown 75
R5-D4 loses all Protection until the end of the encounter and gains that much Max Health. R5-D4 deals True Damage to all enemies equal to 50% of his Max Health, then he's reduced to 1 Health. Increase all enemies' cooldowns by 2. R5-D4 is Stunned for 2 turns, which can't be dispelled. If he is defeated during this Stun, he revives with 50% Health.
This ability starts on cooldown and can't be evaded or resisted.
Design Notes : This is R5-D4's defining moment. He converts his Max Protection to Max Health and deals heavy damage based on that Max Health. After the explosion he becomes completely vulnerable. But if an enemy defeats him while he is self-Stunned, he revives and gets right back to work.
Synergy: The more Damage Over Time the team spreads through his Basic and assist attacks, the faster the Bad Motivator is ready to blow again. The Protection to Health conversion matters, any Protection R5-D4 gains before exploding directly increases the True damage dealt on all enemies, rewarding proper setup and team coordination.
Inspiration: In A New Hope, R5's head pops off with a shower of sparks just seconds after Uncle Owen picks him up. This small, comic malfunction that accidentally redirects the fate of the galaxy. This ability captures that same chaotic energy; one dramatic, messy explosion changes the tide of battle.
—---------
Unique 1- Built for Adventure (Zeta and Omicron)
At the start of each encounter, all Rebel allies gain 15% Max Protection until the end of encounter. Whenever R5-D4 takes damage from an enemy while a New Republic ally is Taunting, R5-D4 gains Protection Up (25%, stacking) for 1 turn. Whenever a New Republic ally without Deflective Ward critically hits an enemy that is Dazed and Shocked, that ally gains Deflective Ward for 1 turn or until they receive damage. Whenever an enemy recovers Health or Protection, R5-D4 inflicts 2 stacks of Damage Over Time on that enemy for 1 turn at the end of that turn (once per turn). Whenever another New Republic ally uses a Special ability, R5-D4 assists. If all allies were New Republic at the start of encounter, R5-D4 is immune to Ability Block and Cooldown Increase.
Whenever R5-D4 inflicts a stack of Damage Over Time, reduce the cooldown of Bad Motivator by 1 and if The Mandalorian (Beskar Armor) has Whistling Birds, he gains 1 stack of Whistling Birds (max 20).
While in Territory Wars and all allies are non-Galactic Legend New Republic : At the start of the encounter all New Republic allies gain 50% Defense and Tenacity until the end of encounter. The cooldown of Bad Motivator is reduced by 30 at the start of encounter and every time Bad Motivator is used.
Whenever R5-D4 inflicts a stack of Damage Over Time, all allies gain 10% Max Health (stacking, max 100%). When R5-D4 uses Bad Motivator, all enemies' cooldowns are increased to maximum.
Whenever Retaliate expires on an ally, trigger all stacks of Damage Over Time on all enemies. Whenever an ally is defeated, the weakest remaining ally gains Damage Immunity for 2 turns. The first time any New Republic ally falls below 50% Health, all New Republic allies recover 100% Protection and R5-D4 takes a bonus turn.
Synergies: Built for Adventure is designed to make R5-D4 a continuous support loop for his New Republic allies. This defensive Unique has multiple moving parts that scale over time. As the battle progresses, R5-D4 and his team grow stronger through Protection stacking, Damage Over Time, and sustained battlefield pressure.
Inspiration: The name says it all. R5-D4 was a disregarded droid who kept showing up where he was needed most. Built for Adventure captures that narrative through mechanics that reward persistence. It reflects a droid that was never built to be a hero but became one by refusing to quit and by always being ready for the next adventure.
UNIT NAME: Zeb Orrelios (New Republic Pilot)
ALIGNMENT: Light
CATEGORIES: Tank, New Republic
------
Zeb Orrelios (New Republic Pilot)'s transition into a New Republic era fighter felt like a natural evolution of his story following Star Wars Rebels and appearances tied to the New Republic timeline. We wanted to represent how Zeb grows from a frontline bruiser into a disciplined enforcer working alongside organized forces like the New Republic.
Zeb is designed as a control-focused Tank and disruptor who anchors New Republic squads through precise targeting, debuff pressure, and Evasion synergy.
This version leans into his identity as a Lasat warrior: durable, disruptive, and capable of controlling the battlefield, while also tying him directly to the New Republic squad mechanics.
Basic - Suppressive Barrage
Deal Physical damage to target enemy and inflict Accuracy Down for 1 turn. If it's Zeb Orrelios (New Republic Pilot)'s turn and the target enemy already has Accuracy Down, Blind them for 1 turn instead.
Inspiration:
The AB-75 bo-rifle was a multi-purpose weapon that functioned as an electrostaff when in its extended state and a standard blaster rifle when collapsed.
Special 1 - Devastating Sweep (Cooldown: 3) (Zeta)
Dispel all buffs on target enemy and inflict them with Protection Disruption and Vulnerable for 1 turn, which can't be evaded or resisted. Deal Physical damage to all enemies and Provoke them for 2 turns, which can't be dispelled.
Design Notes
The undispellable Provoke, alongside his ability to Taunt, ensures enemies are locked into attacking him, granting control over enemy targeting and protecting more vulnerable allies. Instead of simply absorbing damage, Zeb forces enemies into inefficient, self-damaging counterattacks, disrupting their tempo.
By dispelling all buffs and applying Protection Disruption and Vulnerable, he reinforces his role as a disruptor. Vulnerable and Protection Disruption strip away enemy protection and amplify incoming damage, creating openings for allies to capitalize on. This positions Zeb as an initiator who can set up decisive plays.
Inspiration
This ability is designed to establish Zeb as a frontline control and disruptor Tank. This sweeping attack is meant to overwhelm enemies and break their defenses, creating openings for allies to capitalize on.
Special 2 - Tactical Reversal (Cooldown: 3)
Deal Physical damage to target enemy equal to 25% of their Max Health. Dispel all Taunt effects on all enemies and Zeb Taunts for 2 turns. If any Taunt effect was dispelled, Zeb's Taunt can't be dispelled. If the target ally is New Republic, they gain additional effects based on target ally's role for 1 turn and all enemies are inflicted with the corresponding debuff for 1 turn:
- Attacker: all New Republic allies gain Offense Up; enemies are inflicted with Offense Down
- Healer or Support: all New Republic allies gain Potency Up; enemies are inflicted with Potency Down
- Tank: all New Republic allies gain Defense Up; enemies are inflicted with Defense Down
Design Notes:
Dispelling all enemy Taunts and then gaining Taunt himself allows Zeb to immediately take control of the battlefield by redirecting all focus onto himself, safeguarding allies and giving them the chance to target key enemies.
If a Taunt is successfully dispelled, Zeb's Taunt becomes undispellable, reinforcing his role as a dependable frontline tank who cannot easily be bypassed.
The additional effects New Republic allies gain from this ability allow Zeb to support his team and weaken the enemy team based on the target ally selected. This flexibility strengthens his identity as a disruptor who not only weakens enemies but also empowers allies.
- Selecting an Attacker ally grants all allies Offense Up while inflicting Offense Down on all enemies.
- Selecting a Healer or Support ally grants all allies Potency Up while inflicting Potency Down on all enemies.
- Selecting a Tank ally grants all allies Defense Up while inflicting Defense Down on all enemies.
Inspiration
This ability is designed to further reinforce Zeb’s role as a flexible disruptor who can shift the balance of the fight depending on the team’s immediate needs.
Unique - Lasat Enforcer (Omicron)
Zeb Orrelios (New Republic Pilot) has 35% Evasion and gains 15% Critical Avoidance, 5% Max Health and Max Protection for each New Republic ally. At the start of each encounter, Zeb Taunts for 2 turns and all New Republic allies gain Protection Up (25%) for the rest of battle, which can't be dispelled or prevented. While Taunting, Zeb gains 30% Defense and 25% Tenacity. Each time a New Republic ally evades an attack, they inflict the attacking enemy with Accuracy Down for 1 turn. The first time Zeb Orrelios (New Republic Pilot) drops below 50% Health, he gains 3 stacks of Heal Over Time and Frenzy for 2 turns and all New Republic allies gain 30% Turn Meter.
While in 3v3 Grand Arenas: At the start of battle, Zeb Orrelios (New Republic Pilot) has 100% Evasion and he loses 5% each time he evades an attack until it reaches 35%, and all other New Republic allies gain Stealth for 1 turn. If the ally in the Leader slot is Captain Carson Teva, and R5-D4 is an ally, Captain Carson Teva ignores Taunt for the rest of battle, and R5-D4's ability Bad Motivator starts off cooldown. While Stealthed, Captain Carson Teva gains 200% Critical Damage and 40% Defense Penetration. All other New Republic allies gain 50% Critical Avoidance, Max Health, and Max Protection. New Republic allies gain 50% Critical Chance, Critical Damage, and Offense until the end of battle. Whenever Taunt is dispelled from Zeb, all other New Republic allies Stealth and gain Tenacity Up for 2 turns. Whenever Stealth is dispelled from other New Republic allies, they gain Foresight for 1 turn and Zeb Taunts for 1 turn. Whenever a New Republic ally attacks out of turn, they remove 15% Turn Meter from target enemy (excluding Galactic Legends). While Zeb Orrelios (New Republic Pilot)'s not Taunting, all other New Republic allies gain 30% Defense and 25% Tenacity.
Each time Zeb critically hits an enemy, they are inflicted with 1 stack of Armor Shred (max 5) until the end of battle. Each time a New Republic ally evades an attack, they recover 10% Health and Protection. The first time Zeb Orrelios (New Republic Pilot), Captain Carson Teva, and R5-D4 lose 50% of their Health, they gain Damage Immunity for 1 turn, which can't be dispelled or prevented.
Design Notes
Zeb begins each encounter by Taunting and granting Protection Up to all New Republic allies.
His survivability increases with each New Republic ally through Max Health, Max Protection, and Critical Avoidance.
In 3v3 Grand Arenas, Zeb amplifies his role as a control Tank by starting with 100% Evasion, losing 5% each time he evades an attack until it reaches 35%. His synergy with Captain Carson Teva and R5-D4 enhances offensive pressure and punishes enemy attempts to break formation.
Effects like Armor Shred on critical hits and Turn Meter reduction on out-of-turn attacks ensure that enemies are gradually weakened the longer the fight continues, again reinforcing Zeb's identity as a disruptor.
UNIT NAME: Carson Teva
ALIGNMENT: Light
CATEGORIES: Attacker, Constable, New Republic, Rebel
------
Captain Carson Teva, the vigilant Ranger of the Outer Rim, is designed as a Light Side Leader for the New Republic who rallies his allies into a relentless counterattack machine. His Omicron in Territory Battles transforms his squad into a durable, hard-hitting force that punishes enemies for every action they take.
With the emphasis on tracking down threats through stacks of the new debuff "On the Run", the team focuses offensively on punishing enemies who dare to strike first. Carson wants to keep the peace with his New Republic squad, leveraging Retribution to turn every enemy attack into an opportunity for devastating retaliation.
—---
Basic Ability: On Your Signal
Deal Physical damage to target enemy and gain Retribution for 1 turn.
During Captain Carson Teva's turn, all other New Republic allies gain Retribution for 1 turn.
If it is the enemy's turn, attack again (max 2 attacks).
Synergies: Carson’s Basic ability is the engine of the kit. All of the New Republic characters in the Era have similar mechanics on their Basics: Do something unique when this happens on your turn, and do something else when this happens on the enemy’s turn. Carson spreads Retribution on his turn, allowing all of your New Republic allies to trigger their “on the enemy’s turn” part of their own Basic abilities when they are attacked. Couple that with every resulting counterattack triggering his Leader ability, stacking the On the Run debuff, building permanent Offense, inflicting Expose, and granting Defense Penetration Up. Pair with New Republic Tanks to maximize incoming attacks and R5-D4, whose Specials reduce Keeping the Peace's cooldown. The bonus attack on enemy turns also synergizes with the Unique's zeta: hitting On the Run targets grants Advantage, feeding the squad's snowballing Critical Chance and Critical Damage.
Inspiration: A callback to Carson's role as a New Republic wing commander — the tactical callout before a coordinated strike, fitting for an ability that rallies allies into a wall of Retribution.
FAQ/Clarity: "Max 2 attacks" means two total hits on the enemy's turn (the initial hit plus one bonus), not two bonus attacks on top of the original. Retribution is granted to allies only during Carson's natural turns, not from his counterattacks or assists.
—---
Keeping the Peace (Cooldown: 4)
Deal Physical damage to the target enemy 3 times. Call target other ally to assist.
Inflict cumulative debuffs based on the number of critical hits scored:
1+: Offense Down for 1 turn
2+: Defense Down for 1 turn
3+: Speed Down for 1 turn
Synergies: The Unique (Unauthorized Operation)'s Zeta grants Advantage when hitting enemies with On the Run stacks, boosting crits for the full debuff suite. R5-D4 reduces this ability's cooldown every time he uses a Special, and in Territory Battles the Leader (Captain of the Adelphi Rangers) resets it entirely when an enemy hits 5 On the Run stacks, creating a counterattack-to-burst loop. The called assist also triggers the Leader's Retribution-on-Special, keeping the whole squad primed.
Inspiration: "Keeping the Peace" reflects Carson Teva's core motivation throughout The Mandalorian as a soldier who believes the New Republic should be actively protecting the Outer Rim, not abandoning it. The three escalating hits mirror a measured response: warning, enforcement, then full shutdown.
FAQ/Clarity: The critical hit check counts all three hits independently; you need the individual hits to crit, not a single roll for the whole ability. The squad's stacking Critical Chance from the Unique's zeta (up to 100%) makes landing all three increasingly reliable as the battle progresses. The debuffs are cumulative, not exclusive — landing 3 crits will apply all three debuffs simultaneously.
—---
Leader
Captain of the Adelphi Rangers (Territory Battle Omicron)
Final Text: At the start of battle, New Republic allies gain 50% Accuracy and Critical Damage. Whenever a New Republic ally counterattacks, inflict the target enemy with a stack of On the Run (stacking, max 10). Whenever a New Republic ally uses a Special ability, all other New Republic allies gain Retribution for 1 turn. Whenever New Republic ally resists a debuff, they gain 100% Potency for 1 turn. Whenever any New Republic ally counterattacks, that ally deals 50% more damage. Whenever another New Republic ally counterattacks, they gain 10% Offense (stacking, max 50%) until the end of encounter and gain Defense Penetration Up for 1 turn. Whenever an ally counterattacks, that enemy is Exposed for 1 turn.
On the Run; -10% Evasion and Tenacity per stack; at 10 stacks, lose all stacks, take 20% Max Health damage (can't be defeated by this damage), and all enemies gain a bonus turn; whenever stacks of On the Run are reset, inflict 2 stacks to this character and 1 stack to all other allies
While in Territory Battles: Rebel allies gain 50% Max Health. If all allies are New Republic, they gain 100% Max Health and Max Protection until the end of battle, and 50% Defense Penetration and Offense for 2 turns; at the start of each encounter, New Republic Tank allies gain Foresight until the end of the encounter; New Republic allies are immune to Daze for 2 turns; whenever an enemy recovers Health or Protection, they are inflicted with Healing Immunity for 2 turns, which can't be resisted; whenever a New Republic ally attacks out of turn, they deal 100% more damage, the attack can't be evaded, inflict the target enemy with a stack of On the Run, and call a random New Republic ally to assist; whenever an enemy gains 5 stacks of On the Run, reset the cooldown of Keeping the Peace;\n\nThe first time each New Republic ally falls below 50% Health, they gain Damage Immunity for 1 turn; whenever a New Republic ally defeats an enemy, inflict Deathmark on the strongest enemy for 2 turns, which can't be resisted, and Expose all other enemies for 2 turns
Synergies: Every piece of the kit feeds back into this ability. The Basic spreads Retribution on Carson's turn, the Leader converts those counterattacks into On the Run stacks, permanent Offense, and Exposes. The Unique's Zeta turns On the Run targets into Advantage generators, which builds squad-wide Critical Chance and Critical Damage, making Keeping the Peace's three-hit critical chance checks increasingly reliable. R5-D4 is the ideal partner: his Specials reduce Keeping the Peace's cooldown while triggering the Leader's Retribution-on-Special for the whole squad. New Republic Tanks draw fire and counterattack constantly, maximizing every stacking mechanic. In Territory Battles, the Omicron turns out-of-turn attacks into a self-sustaining machine: each counterattack inflicts On the Run, calls an assist (which also inflicts On the Run), accelerating toward the 5-stack Keeping the Peace reset.
Inspiration: "Captain of the Adelphi Rangers" is Carson Teva's actual rank and posting. The Adelphi Rangers patrolled the Outer Rim when nobody else would. The ability captures that identity by rewarding a squad that fights back harder the more it's challenged, turning every enemy action into escalating consequences.
FAQ/Clarity: On the Run's 10-stack reset deals 20% Max Health damage but can't defeat the target; it leaves them at 1 HP minimum. When stacks reset, 2 stacks are immediately reapplied to the target and 1 stack to all other enemies, so the cycle restarts rather than ending. The stacking 10% Offense (max 50%) is permanent for the Battle, meaning it persists through On the Run resets and new Battle in TB. In the TB omicron, "attacks out of turn" means counterattacks, assists, and any bonus turns all deal double damage that can't be evaded.
—----------
Unique - Unauthorized Operation (Zeta)
Final Text - At the start of each encounter, all New Republic Tank allies gain Retribution for 1 turn, which can't be dispelled. Teva gains 30% Max Health, Max Protection, and Offense. Whenever a New Republic ally is inflicted with a debuff, inflict Critical Chance Down and Potency Down on all enemies that didn't already have it for 1 turn, also inflict Accuracy Down on all Empire enemies that didn't already have it for 1 turn (limit once per turn). At the start of each enemy's turn (excluding Galactic Legends), if they have 300 Speed more than Carson Teva, they are inflicted with Speed Down for 1 turn, which can't be resisted. Whenever a New Republic ally gains Advantage, all New Republic allies gain 5% Critical Chance and Critical Damage (stacking, max 100%) until the end of battle. Whenever R5-D4 uses a Special ability, reduce the cooldown of Keeping the Peace by 1. Whenever an ally uses a Special ability on an enemy with at least one stack of On the Run, they gain Advantage. Whenever a New Republic ally evades, inflict target enemy with a stack of On the Run (stacking, max 10).
Synergies: This is the connective tissue that turns the whole kit into a loop. The Leader grants Advantage when allies hit On the Run targets with Specials. This Unique then converts each Advantage into permanent squad-wide Critical Chance and Critical Damage, which makes Keeping the Peace's three-hit critical chance check increasingly trivial. Evades inflict On the Run, and the Leader's 50% Accuracy buff helps ensure New Republic allies land their attacks while enemies miss, fueling more On the Run stacks through evasion. R5-D4 is explicitly wired into the kit: his Specials keep Keeping the Peace cycling, and he benefits from every buff Carson provides. The Speed check clause is a meta-aware safety valve: hyper-fast enemies can't lap Carson's squad without penalty. New Republic Tanks starting with undispellable Retribution means the counterattack engine is online from turn zero.
Inspiration: "Unauthorized Operation" references Carson Teva's defining character moment flying an unsanctioned mission to help Din Djarin on Nevarro despite the New Republic pulling back from the Outer Rim. He broke protocol because it was the right thing to do, capturing a character who acts on principle over orders.
FAQ/Clarity: The stacking Critical Chance and Critical Damage (5% per Advantage gained, max 100%) is per squad, not per character. Every instance of any New Republic ally gaining Advantage advances a single shared counter. This stacks fast when multiple allies are hitting On the Run targets with Specials. The 300 Speed threshold on the Speed check compares the enemy's total Speed to Carson's total Speed, not base Speed, so mods and buffs count. The undispellable Retribution on Tanks lasts 1 turn but is reapplied at the start of each encounter in multi-wave modes like Territory Battles.
UNIT NAME: Snowtrooper Commander
ALIGNMENT: Dark
CATEGORIES: Leader, Tank, Empire, Imperial Trooper, Imperial Remnant
------
Snowtrooper Commander arrives at the Holotables as a frontline enforcer built to absorb pressure, lock down the battlefield, and keep his squad entrenched under enemy fire.
Inspired by the Empire’s steady advance on Hoth, he holds the line and turns enemy pressure into snowballing momentum, enabling Imperial Remnant allies to press their aggression.
Snowtrooper Commander is intended to reinforce the Imperial Remnant faction with a new marquee Tank and deliver a fresh take on a Snowtrooper. His role is to create a cohesive rank-and-file Remnant Trooper squad, to evoke the feeling of the Empire’s endless legions of troops, while also giving older units like Snowtrooper and TIE Fighter Pilot a stronger home in 3v3.
- - - - - - - - - - - - - - - - - - - - -
Basic - T-21B Blaster Rifle
Deal Physical damage to target enemy and inflict Vulnerable for 1 turn. If they already have Vulnerable, inflict Offense Down for 2 turns instead. During Snowtrooper Commander's turn, Snowtrooper will assist.
Design Notes
The Basic is designed as a setup-and-control tool. Its two-part structure helps establish that role early in the battle, first by weakening enemies with Vulnerable so allied Attackers can land critical hits and trigger their own control effects, then by shifting into Offense Down to blunt the enemy's return fire.
As a Snowtrooper Commander, having Snowtrooper assist on his most readily available action felt like an immediate and natural way to reinforce that battlefield relationship. By applying Vulnerable first, he sets the target up for Snowtrooper to follow through with a guaranteed critical hit, creating a sense of practiced battlefield cohesion.
This assist also gives Snowtrooper more opportunities to land Ability Block from his own Basic.
Inspiration
The T-21B Blaster Rifle helped define this Basic as a more precise, tactical attack. Its long-range profile and added optics suggested a weapon meant to single out priority targets and deliver high-impact fire with fewer shots. An enemy struck by this rifle becomes easier for other allies to capitalize on, creating a focused point of pressure for the squad. As an added bonus, the inclusion of the large rifle makes identifying which character is the Snowtrooper and which is the Snowtrooper Commander easier, especially from behind.
- - - - - - - - - - - - - - - - - - - - -
Special 1 - Hunker Down (Cooldown 3)
Dispel all debuffs on Snowtrooper Commander. Gain 200% Defense and Taunt for 2 turns. All Empire allies gain Defense Up for 2 turns, and all Imperial Remnant allies gain Protection Up (50%) for 2 turns. Snowtrooper Commander recovers 30% Health and Protection.
Design Notes
Hunker Down is Snowtrooper Commander's main defensive button and the ability you use when your squad needs to stabilize, buy time, or survive a dangerous attack.
The Taunt works especially well with his Unique, Whiteout Conditions, since Snowtrooper Commander wants to be taking hits. Maintaining Taunt is a key part of the kit's engine, as it fuels bonuses for the rest of the squad, such as Defense Penetration, bonus Offense, and Recovery.
Pairing the massive 200% Defense gain from Hunker Down with Defense Up enables Snowtrooper Commander to build very high defensive stats, which later matters when Rifle Butt converts that Defense into Offense for Snowtrooper and TIE Fighter Pilot.
Inspiration
Snowtroopers are especially trained for harsh environments and direct frontal assaults, so a defensive ability like Hunker Down fits the idea of a unit that can endure hostile conditions and keep advancing under fire. Rather than feeling flashy, it is meant to reflect the disciplined, relentless nature of an Imperial Commander keeping the line intact.
- - - - - - - - - - - - - - - - - - - - -
Special 2 - Rifle Butt (Cooldown 4)
Deal Physical damage to target enemy and Stun them for 1 turn. Snowtrooper and TIE Fighter Pilot gain Alert and Offense equal to 100% of Snowtrooper Commander's Defense for 1 turn. All Imperial Remnant non-Tank allies Stealth for 2 turns.
Design Notes
Rifle Butt is Snowtrooper Commander's core offensive stance, turning his defensive investment into an immediate offensive payoff for his Attacker allies. The Alert buff helps Snowtrooper and TIE Fighter Pilot immediately capitalize on that bonus Offense.
Scout Trooper also benefits heavily from this ability, since Stealth boosts her Basic critical hits and makes Imperial Precision impossible to evade.
Rifle Butt also works as a quasi-Taunt by Stealthing the squad's glass cannons like Dark Trooper, while Snowtrooper Commander remains exposed. This gives the ability an important dual purpose: if the squad can withstand the enemy's initial assault, Snowtrooper Commander can lead with Rifle Butt to apply pressure early while still protecting his allies.
Inspiration
Rifle Butt was designed to give Snowtrooper Commander an ability that could influence the flow of battle without feeling like just another blaster shot. Using the T-21B as a melee weapon sets the move apart visually and sells the idea that Snowtrooper Commander adapts when the enemy gets too close.
- - - - - - - - - - - - - - - - - - - - -
Unique - Whiteout Conditions
While Snowtrooper Commander is Taunting, whenever he is damaged by an enemy, all Imperial Remnant allies gain 10% Defense Penetration (stacking, max 100%) until the end of battle and whenever he is inflicted with a debuff, all other Imperial Remnant allies gain 5% Turn Meter.
While Snowtrooper Commander is not Taunting, whenever another Imperial Remnant ally is damaged by an enemy, Snowtrooper Commander gains 30% Turn Meter.
While Snowtrooper Commander has Protection, all Imperial Remnant allies have 100% Critical Avoidance and Tenacity.
Whenever another Imperial Remnant ally scores more than one Critical Hit on their turn, that ally Stealths for 1 turn and Snowtrooper Commander Taunts for 1 turn, if Snowtrooper Commander was already Taunting, that ally recovers 10% Health and Protection.
Design Notes
Whiteout Conditions is built to help Snowtrooper Commander keep the Taunt engine running. While he is Taunting, enemy debuffs make the rest of the team take their turns faster. That matters most for allies with AoE attacks, since they can score multiple critical hits to refresh Snowtrooper Commander's Taunt without him needing to take a turn.
That multi-critical hit trigger also works well after Snowtrooper Commander has set enemies up with Vulnerable by his Basic.
Inspiration
Whiteout Conditions is built around blizzard imagery that evokes harsh winter conditions. Since Snowtroopers are equipped with specialized gear for snow, it was fitting that they could turn hostile conditions and enemy actions into an advantage.
Allies gaining Stealth after multi-crits helps sell the image of Imperial troops disappearing into the whiteout, while the stacking Defense Penetration reflects the Empire’s slow, steady push through Rebel lines.
- - - - - - - - - - - - - - - - - - - - -
Leader - Warlord's Enforcer (Zeta and Omicron)
All Imperial Remnant allies have +100% Max Health and Max Protection. The first time each Imperial Remnant ally falls below 30% Health, they recover 30% Health and Protection, and all other Imperial Remnant allies recover 15% Health and Protection, all Imperial Remnant allies gain Defense Up for 2 turns and Snowtrooper Commander Taunts for 2 turns.
Whenever an Imperial Remnant ally inflicts Ability Block, they gain Defense equal to 50% of Snowtrooper Commander's Defense for 1 turn.
Whenever an enemy attacks out of turn, inflict Speed Down on them for 1 turn, and whenever an enemy resists a debuff, inflict Tenacity Down on them for 1 turn.
While in 3v3 Grand Arenas and all allies are Imperial Remnant:
At the start of battle, Snowtrooper Commander Taunts and all non-Tank allies Stealth for 2 turns, all allies gain Advantage and Defense Up for 2 turns, and 100% bonus Protection until the end of battle.
Whenever an enemy attacks out of turn or resists a debuff, Snowtrooper Commander Taunts, all non-Tank allies Stealth, and all allies gain Alert and Offense Up for 1 turn.
Whenever Snowtrooper Commander Taunts, all allies gain 10% Offense (stacking, max 150%) until the end of battle. Whenever an ally Stealths, that ally recovers 30% Protection. Stealthed allies have +200% Critical Chance and Critical Damage.
Whenever Snowtrooper Commander uses Hunker Down while Taunting, dispel all debuffs from all allies. Whenever an ally Ability Blocks an enemy, remove 30% Turn Meter from that enemy and increase their cooldowns by 1.
Design Notes
Warlord's Enforcer is built to reward Imperial Remnant allies and punish enemies for doing what they are already meant to do. Attacking out of turn and resisting debuffs both trigger effects that make enemies easier to control, with Speed Down and Tenacity Down helping the squad keep debuffs active. That is especially valuable for TIE Fighter Pilot, whose Speed and damage both scale with debuffed enemies.
The Omicron is effective against enemies that rely on assists or counterattacks, as it helps Snowtrooper Commander keep Taunt active, build the team's Offense, and repeatedly protect allied damage dealers through Stealth and Protection recovery.
It also creates a strong interaction with Hunker Down, which can layer more Defense onto Snowtrooper Commander while converting his self-cleanse into a full-team cleanse if he is already Taunting.
On the offensive side, combining Rifle Butt's Offense conversion with Offense Up and the Omicron's bonus Critical Damage on Stealthed allies can create a massive damage spike for Snowtrooper Commander's attacker allies.
Inspiration
Warlord’s Enforcer draws from the idea that Snowtrooper Commander, as part of the Imperial Remnant, is likely serving directly under one of the surviving Imperial warlords as a field commander. That made “enforcer” a natural fit for the ability, with mechanics built around punishing enemies whenever they try to outmaneuver his squad through extra attacks, resisted debuffs, or attempts to break the team’s formation.