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=====DF-90 Mortar Trooper===== Boom boom. For every Shoretrooper unit you take, you can take one of these. They're a separate unit, but have to deploy close to each other. The Mortar Unit has the ''Fire Support'' rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the ''Reposition'' rule is free either before or after you make a standard move. They also have ''Sentinel'', giving them a standby range of 1-3. For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, ''Critical 1'', ''Cumbersome'', ''Suppressive'', ''Fixed: Front''. You move with speed 1, have 3 wounds, 2 courage, and red dice for defense. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders. You are Range 3-4. Why are there units within Range 1 of you, again? <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. Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It's situational, but not without merit. See the "''Synergy Intensifies''" comment in the Tactics section, below.</s> (The 1.6 version of the Rules Reference Guide has errata'ed the Comms Relay to "non-emplacement troopers only") ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. I mean, if your Shoretroopers move away from you, but again, why? </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> '''Make sure you are close to your Shoretroopers''" No, seriously, '''Make sure you are close to your Shoretroopers!''' They throw you a free order when they get an order, and you can use ''Fire Support'' to merge your awesome rules, with their awesome firepower. I mean, I suppose you could fire the Mortar by its lonesome... But don't. For upgrades, run 'em naked. Save your points. Yes this a separate unit, feel free to use them to fill out your troops slots if you are focusing your points elsewhere. <s>'''Synergy Intensifies:''' an increasingly popular tactic is to take a gunline of 3 Shore squads plus 3 Mortars; give each of the Mortars the "Comms Relay" upgrade. That way, you can do a daisy-chain where one of the Shore squads gets an order. They give a free order to a mortar using ''Coordinate''. Then the mortar uses the relay to give its order to the next Shore squad, who then gives a free order to the next mortar, and so on until the final mortar either keeps the order or passes it onto another unit. Combined with the Shore squads' ''Target 1'' ability, you now have 3 Shore squads each with a face up order ''and'' an Aim token, plus one more face up order either on a mortar or another unrelated unit, all the the cost of one order. It's not cheap though- each Shore squad (with T-21B and extra dood) plus Mortar with Relay cost 138 points (using the errata points values) before any other upgrades.</s> The 1.6 version of the rules have errata'ed the Comms Relay to be "Non-Emplacement Trooper only", meaning this tactic is now dead in the water. Move along, move along... </div></div>
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