They Killed Our Emperor

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Derived from
None. Self-made deck here.
Inspiration for
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Lerysh 127

Store Championship runner up at Outflank Games in Fairfield, CA. Final match my poor rocket launcher could not roll damage.

Posting the deck as is, but planning a few changes.

Overview:

14 weapons, 6 removal, 6 sneaky tech and 4 supports. Aftermath is amazing. Get your Guard killed as quickly as possible basically and pick up hopefully 2 resources for it and use those resources to pay for lots of weapons on FN. Ideally you drop a Holdout into a Vibroknife and then some 3 cost weaponry, overwriting as necessary to save credits. Boundless Ambition is amazing. Deck has zero spot a color removal cards, only Friends in Low Places for spot yellow.

Strategy:

Mulligan for Aftermath, "Fair" Trade, and Holdout Blaster or Vibroknife. Drop the 2 drop weapon, hopefully roll a resource, and steal a money turn 1. Don't keep 3 cost weapons, you can't play them turn 1 anyway without a roll and you will draw more. Maybe keep removal depending on the situation.

Guardian as much damage as possible. Typically if I guard a 3 early they will finish off the Guard which plays to my team strength. I do try not to guardian pay sides tho. Hopefully 1 if not 2 Aftermaths to parley dead guard into more weapons for FN.

If FN is dying get weaponry redeployed to Bala and use his reactivate ability to get some extra damage in. If they go after Bala just get paid and keep rolling FN. Use Boundless as quickly as possible, the deck is half weapons, get those weapons out to deal some damage and take out a character quickly.

Don't be afraid to reroll your best weapons (Z6, Vibroknucklers, Rocket Launcher) with your less than best weapons. Playing a flamethrower over a Vibroknucklers blank is actually a losing proposition unless you really really need to do 1 damage to kill someone that action.

Whenever you get Boundless attempt to use it. It takes a lot of actions to empty your hand, draw a new hand, and empty it again. No guarantee FN is going to be alive the next turn to benefit.

Agasint a FUNkar deck get those 3 cost weapons out ASAP. If you get hit by Imperial Inspection on one of your 2 drops you basically will lose. This is the most troubling matchup and one I am thinking of re-teching against.

Card Choices:

The reason to run Rainbow Nines is access to all the weapons. Take advantage. Best weapon suite available. Holdout is probably the weakest of the bunch but you can in a pinch drop the holdout and He Doesn't Like You away some damage as the ambush action.

Aftermath - Every 3 wide deck should be running this card. Your characters are going to die. Especially with a Guardian character. When your characters do die, and when you successfully kill a dude activating Bala-Tik - Gang Leader you can afford to drop a weapon on him with Aftermath or fund the weapon master himself with extra credits when his friends die.

"Fair" Trade - The card is good. Logistics is more reliable for sure, but nothing feels better than scamming a Crime Lord out of 5 resources with a "Fair" trade. During the event I was able to 1st round drop an ambush weapon roll a resource and steal that opening resource in 2 matches. One was against Rey who lost her Jedi Robe bonus and 4 extra actions from Vibro Knives because of it. Also stole 6 resources from a Palpatine player. What it lacks in reliability it more than makes up for in the games you just win because this card.

Boundless Ambition - FN uses cards to deal damage. More cards is therefore good. Boundless gives you more cards. Boundless is therefore good. Also the other reason you run Rainbow. FUNkar tries to get by with Award Ceremony but that only draws 3 cards to my 5 cards.

Removal - I opted for 0 spot cards for removal. People like to go after Bala and I let them when that happens. They are killing 0 removal options. That Feel Your Anger is not spot a blue character is somewhat criminal.

Friends in Low Places - Kill those Force Strikes and Lightsaber tosses. Kill those Electroshocks and He Doesn't Likes You. Kill Fair Trades and Logistics to resource starve. Plus see what's coming for a round. All around useful card.

Conclusion:

FN-2199 - Loyal Trooper is good. He's so good I've heard Unkar players jokingly say they would run him at 0 dice for 10 points and still be happy. It's emerging as a top tier list contender and can hang with the likes of Vader/Raider and Emo Kids. I'm definitely a fan.

2 comments

Venator class star destroyer! 20

I'm a newbie and don't have a riot control Baton or rocket launcher. Any pointers?

Lerysh 127

@Happy JediBoth those cards are fairly essential to FN-2199 - Loyal Trooper. Without them he may as well be Kylo Ren - Vader's Disciple. You could try and make a more gun-centric version work using F11-D and IQA but Z6 and Rocket is FN's bread and butter damage cards.