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===Tactical Armor Gear=== *'''Iguana Squadron:''' The largest light TAG in the game, the Iguana’s claim to fame is it paltry 2 STR and Ejection System which, on the destruction of the TAG, drops a smoke template on itself and releases a BS12 2 wound HI Operator, toting a basic HMG. Basically Iguana is not designed to last, but to sprint forward take up space in the midfield and lay down the hurt using it's very good BS14, DAM16 HMG and Heavy Flamethrower, before in its reactive turn inviting midfield hackers to take a shot which at it, with AROs through its onboard Repeater waiting to strike. A great idea in principle, unfortunately like so many QK units the Iguana is tuned to a different age of the game. In reality 2 STR and S7 means that it is relatively easiy for good gunfighters to take it on, and nowadays the prevalence of pitchers and deployable repeaters mean that hackers do not need to risk going into ARO range of the Iguana to take it out with a comms attack. It has all the other kit you might expect of a good TAG, high ARM and BTS of 6, ECM: guided (-6) and ECM: Hacker (-3) all mean that it is not trivially easy to kill, but with only 2 wounds it lacks the staying power of other TAGs. Fortunately it is not overly expensive at 65 points, but it still sits in a bracket that means you more often than not end up building around it, which is not great for such a disposable unit. *'''Scarface And Cordelia:''' They're still around and are still doing what they do best: kicking asses. Scarface throws down with an array of shooting options: Mk12(+1B) and an Heavy Rocket Launcher(+1B), AP HMG and Panzerfaust, or an AP Spitfire(+1B) and Panzerfaust, all with +1DAM and teamed with a DA CCW. This big guy gets all the usual TAG defences you should expect, ECM Hacker (-3), ECM: Guided (-6), ARM7, BTS6, STR3, though his relatively low BS of 13 is a drawback, but really shooting is what you are doing incidentally while on your way to exercising a close combat bloodlust unrivalled for a model of his size. On a platform that boasts MOV 6-4, CC22 and PH16, Scarface also gets CC Attack (-3) and Berserk (+3) which means on the turn that he uses Berserk he is hitting unopposed on CC25, and if you come up against someone with Martial Arts they suffer an unmodifiable -3 to their CC stat, which levels the playing field against all but the very best CC specialist. So Scarface is the original CC bad boy of the TAG world and still does a mean job of laying down DAM16 DA hits in Close Combat. Incredibly, when he is inevitably forced to bailout of his smoking wreck of a TAG, he gets to keep his BS Attack +1DAM, CC22, CC Attack (-3) and Berserk (+3) and pulls out a Boarding Shotgun, for good measure. Unfortunately he trades his DACCW for a shock version, but he also becomes a WIP13 Specialist Operative, for when everyone is dead and you still really need to push a button. All in all, Scarface is designed to get in your face and make a mess of your best laid plans, and he does it well. There is no TAG quite like him in the game, and none of the other six main human factions can take him - hell, the only other factions that can are the NA2 Druze and Ikari Company. Use him, love him, he is the fly in the ointment, the boot on the neck of your opponent, and when they see you are playing a Haqqislam sectorial they will never imagine Scarface is coming along for the ride. On top of all that danger, when you take Scarface you are obliged to also take his sister, Cordelia. Fortunately she is a well equipped Engineer with -3 mimetism, WIP 13, a combi rifle, chaincolt and d-charges. Together these two are good value, despite a maximum cost of 85 points and 1.5 SWC (though you can take one of two 81 point version) for which you get 2 order generating units, a stone cold killer and a decent specialist.
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