The lethal and unrelenting IG-100 Magnaguards were used as protectors throughout the Clone Wars for key Separatist leaders, most notably Count Dooku and General Grievous. Their iconic pink-energy electrostaffs could allow them to go toe-to-toe with Jedi, making them formidable opponents, and usually giving the aforementioned leaders time to escape. Capable of surviving with missing limbs and even their heads, the IG-100 Magnaguards were a true threat to guardians of the Republic.

Atomic Mass Games was kind enough to send us a box for review. So are the Magnaguards as indomitable on the tabletop as they are on screen? Let’s find out!
Unboxing IG-100 Magnaguards





In the box, you get two sprues for the models, bases, unit cards, upgrade cards, and order tokens. Like with all AMG products, there are multiple cards with different languages as well.
Here are the instructions for the expansion
If you need help assembling your models, check out this fantastic guide we've put together for you!

Cards for IG-100 Magnaguards



The Magnaguards come with two different unit options: a small unit of 3 models and a larger unit of 4 models. It’s important to note here that the Prototype IG-100 Magnaguards are only usable in the Experimental Droids Battle Force for the Separatists and cannot be included in a standard army build.
The Prototype Unit (4) is a cheaper unit, but at the cost of fewer keywords, fewer upgrade slots, less health per unit, lower courage, and no attack conversion. They are still a threat with both weapon options, but they’re not as refined as their counterparts.
The standard unit (3 models) brings a lot more to the table, including Guardian 2 and Retinue for your Commander units. They have 2 Health, 2 Courage, surge to hits, and their electrostaff rolls 2 black dice. Despite their increased cost, with more options for upgrades, these IG-100s can be a real threat on the table, especially if they’re keeping your Commander alive, like the new General Grievous.
Both unit versions have a Heavy Weapon upgrade slot, offering the options of adding an Electro-Whip, an RPS-6, or just one additional miniature. The Electro-Whip is obviously suited for melee combat, whereas the RPS-6 is helpful against enemy armor.
Charge can spell disaster for a defending unit, especially if the IG-100s can close the distance before an enemy unit can act or react. The Charge is made better by Unhindered, which keeps them from reducing their maximum speed.
Expanding Your Army
I think if I want to focus on melee for both my Commander and some of my Special Force units, the electro-whip is the way to go. However, having an option with the RPS-6 to deal with enemy units with armor is tempting as well. I guess it really boils down to the current meta and opponents.
One thing I really like about the Magnaguards is their survivability. Not many units in the game have more than 1 Health per unit, and so this helps keep them alive on the table even longer. Running a Grievous, or Dooku, or Maul, or Asajj (or some combination thereof) with a unit or two of the IG-100s could really force my opponents' hand to deal with the incoming melee threat at, potentially, staying near a POI. That being said, they do seem a little pricey for what they offer and so I hope they get a discount to their points adjustment in the future.
To the Battlefield!
I am really excited to build and paint up these pieces for my Separatist Alliance Droid Army, where I think they’re going to make General Grievous an even larger threat than he already is. I have played against IG-100s a few times, and they can really hold their own. If you don’t focus fire on them or catch their Commander exposed, it can be hard in later rounds to deal with them. Plus, painting up pink glows on an electrostaff is always awesome!
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