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Star Wars: Legion/Tactics/Clones
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====[[All_Terrain_Soup|AT-RT]]==== (60 pts.) Pretty much the same as the Rebel one, but slightly better because it's manned by an elite ARF clone rather than a random rebel dude. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Hardpoint Upgrade (x1 Slot)''' ''AT-RT Laser Cannon'' (10 pts.) - range 2-4 firing one red and two black with Fixed: Front and Impact 3. This is a pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought an AT-ST, this should do a decent job of plugging holes in it. ''AT-RT Rotary Blaster'' (20 pts.) - range 1-3 firing five black dice and with Fixed: Front. Pretty solid, no frills anti-infantry weapon. With the built-in surge to hit of the AT-RT, it can be quite mean. ''AT-RT Flame Thrower'' (20 pts.) - range 1 firing two black with Fixed: Front, Blast (ignore cover), and Spray (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. Could be useful to screw with Confederacy B1 droids daisy chaining orders, while you're roasting them with the flame thrower. ''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. This probably isn't super useful since, in all likelihood, you're actually going to want to make sure this unit gets that order. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order, even though the Command card you're using is troopers only. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you're doing a wonky scenario, like one that includes the Disarray deployment. ''Linked Targeting Array'' (5 pts.) - Gives you a free Aim token when the unit is issued an order. Aim tokens are always nice to have, especially with the gobs of black dice this guy can throw. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The Clone AT-RT is very similar to the Rebel version, but with some minor changes. It comes with the same 6 health, 4 resilience, and white defense die. However, instead of having surge to crit, the Republic At-RT has surge to hit and defend. This means it sacrifices some anti-cover and vehicle firepower for slightly better defense. It also still has speed-2 movement, but gains '''Scout 1''', allowing it perform a speed-1 move after deploying. The '''Armor''', '''Climbing Vehicle''', and '''Expert Climber''' keywords remain. The driver wields a rocket launcher, firing 1 black and 2 white dice with '''Critical 1''' and '''Impact 2''', as well. The walker, itself, throws 3 red dice in melee with '''Impact 1'''. AT-RTs can fit any combat role you need them to, with each of their hard points. The Flamer can deal with infantry units; the Laser Cannon will easily threaten any armor on the board; and the Rotary Cannon is a great middle ground, even though it does have lesser anti-tank potential. The Clone variant costs more than it's Rebel cousin, but is still cheap enough to not really hinder list building. Taking one or two for specific purposes isn't a bad idea, if the BARC speeder isn't calling out to you. </div></div>
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