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====E-Web Heavy Blaster Team==== For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black & 1 red dice attacks base, range 1-3 and Sentinel (Standby range increased to 3). It's Cumbersome and Fixed: Front, but has Pivot and Reposition, so in the off chance that you do need to move (in which case you can't fire the main gun- but can fire the crew's E-11 blasters), you're more likely to get where you're trying to go. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., cut to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. You should never be in range to actually use this. <s>''Comms Relay'' (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. Situational, but probably not all that useful.</S> Per the 1.6 version of the rules, emplacement troopers can no longer take this. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. This could be useful so you can ensure it fires when you want at least once per battle. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Generator Upgrades (x1 Slot)''' ''Barrage Generator'' (10 pts.) - Exhaust this card to add 2 white dice and '''Suppressive''' to your attack. A vital component of an Empire army dedicated to dishing out mass suppression tokens alongside other things like Palpatine's lightning, Darth Vader's "Master of Evil" command, the Fear power, and mortars. ''Overcharged Generator'' (10 pts.) - Exhaust this card to add 1 black die and '''Impact 1''' to your attack. If you're looking to kill enemy tanks, this can be helpful. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Anti-Infantry''' The low cost of 10 points will give them "Barrage Generator", add 2 white dice and Suppressive to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless. *'''Anti-Vehicle''' For the same amount of points you can kit them out with "Overcharged Generator", adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT'S which are relatively weak </div></div>
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