Good morning gamers,
They're big (Wrecker in particular), they're bad (it's in the name), and they're by far and away the most potent Republic Operative choice (which is really not saying much) - oh yes, it's a review of the Bad Batch today! This band of misfits can do some extraordinary damage on the tabletop, and while they don't have any slots for gear or training upgrades, having them in your list MIGHT mean that certain other units you bring will be taking certain upgrades. Let's see what makes these guys awesome and what you should consider bringing in order to make them better!
Republic Bad Batch: The Profile
The Bad Batch for the Republic is a five-man unit that needs to equip 5 Heavy Weapon "upgrades" (Hunter, Echo, Tech, Crosshair, and Wrecker). With 2 wounds/mini (3 wounds on Wrecker), this squads has a very impressive 11 wounds and Courage 3, which is very, VERY difficult to both suppress and punch through. With the Republic trooper standard of non-surging red saves and speed 2, these guys will fit in with just about every other Republic infantry option.
They have some unit special rules that can be summarized as ARC-Trooper-like: Scale, Sharpshooter 1, and Impervious are standard issue on ARCs, which gives these guys reliability when moving over difficult terrain/scaling walls and reducing enemy cover when they shoot into cover. Impervious gives them something against Pierce, though Impervious itself is more of a "nice when it works" kind of proposition.
They also have Steady, which is different and more flexible than the Charge that you find on ARCs (which gives ARCs a free attack action when they end a move in melee, instead of a free attack action when they end a move NOT in melee for the Bad Batch). With 1 red each in melee and 1 black/1 white at range, these guys don't look far off from their 160pt price tag, but there are more special rules to this unit . . .