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====T-47 Air Speeder==== (130 pts.) A modified civilian vehicle that provides close air support for the Rebellion. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Ryder Azadi'' (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you'll need to do a Recover action to use it again. ''Outer Rim Speeder Jockey'' (10 pts.) - Gain '''Cover 1''' - The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack ''before'' Impact. If your opponent is crit fishing for their anti-armor needs they will be forced to rely solely on natural critical hits, which ignore cover and dodge tokens. Meaning that if there aren't a lot of heavy weapons this pilot can be overkill. Generally good, but 10 points can be a lot. ''Wedge Antilles'' (5 pts.) - Unique. Exhaust to pivot once. Like Ryder Azadi, gives you extra maneuverability at the cost of having to exhaust him. '''Hardpoint Upgrade (x1 Slot)''' ''Mo/Dk Power Harpoon'' (0 pts.) - range 1-2, 1 red die with Impact 1 and Fixed: Rear. It also has the "Tow Cable" rule: If it successfully wounds a vehicle, you can cause that vehicle to execute a Pivot move. The short range is off-putting but you're practically guaranteed to hit that vehicle when you are in range, and the pivot forces the tank to waste a move action to face the direction it wants. It is also free so the first time it kills anything even a battle droid it will earn it's points back. Light vehicles are the most vulnerable to it. Scout Bikes and unshielded Destroyers Droids are choice targets. ''Ax-108 Ground Buzzer'' (10 pts.) - range 1-2, 4 black dice with Fixed: Rear. A pretty good shooting attack that lets you fire backwards as the speeder zips around. A bit costly, though. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Your fast speeder may not always be close enough to utilize this. With your immunity to just about anything that could hurt you at this range, though, this can be situationally useful. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice, as it ensures you'll get an order token on this at least once when you really want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, but can be useful. ''Linked Targeting Array'' (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Can't go wrong with Aim tokens. Especially with the T-47's dice. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The T-47 gives your troops the close air support they need to push forward and cap objectives. Its main gun is range 1-3, 3 red 3 black and '''Impact 3'''. It's actually <s>slightly</s> better than the main gun on an AT-ST, landing 1.5 more hits (Thanks surge:crit), and will deal solid damage to enemy armor. It's fast with movement 3 and Speeder 2, guaranteeing that it will always get at least one move. The T-47 is also fairly durable thanks to its 7 wounds, '''Cover''', '''Armor''', and immunity to blast, melee weapons, and range 1 weapons. It's best to do hit and run attacks with this unit. Strafing attacks, like real air support, can cause massive damage to the enemies lines. Wedge especially, with his free pivot, helps a ton in this regard. For all of it's durability, the T-47 will often die fast through focus fire and crit fishing. Be careful where you end it's movement. Cover and Armor make it resillient to high impact anti-tank weapons, but very vulenrable to massive dice pools fishing for crits. A double Airspeeder list is possible, given the November 2020 points drop from 140 to 130. </div></div>
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