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====Dewback Rider==== They ride sand lizards. They have Taser sticks. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a great option considering you'll probably want to use the Dewback's "Spur" ability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A really good choice considering you'll probably want to use the "Spur" ability often. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are nice, and if you're not taking Endurance or Tenacity, this is a solid runner-up choice. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You want to move and attack, not sit still on standby. Hard pass. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. The Dewback's a good melee unit and will probably take some fire before engaging. Another solid choice. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., drops to 5 pts. in the Rules Errata) - Prevents enemy units at range 1 from receiving orders. Might be useful if this guy actually gets to the enemy lines (which it wants to do, but it's slow). ''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. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Can be useful to ensure it gets an order when you want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Armament Upgrade (x1 Slot)''' ''CR-24 Flame Rifle'' (20 pts.) - range 1 throwing 1 black, 1 white with Blast (ignore cover) and Spray (adds 1 black and 1 white to the attack pool for every model in the target unit). Very short range but pretty deadly if you can pull it off. ''T-21 Blaster Rifle'' (10 pts.) - Range 1-3 throwing 4 white with Critical 2. Highly inaccurate but it's a lot of dice and good chance of critical hit when it does hit. Bear in mind also that the Dewback has surge to normal hit by standard. ''RT-97C Blaster Rifle'' (15 pts.) - Range 1-4 throwing 1 red and 3 white. Very similar to the T-21 but longer range and one red die for a better chance of getting at least one hit. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The standard Dewback is a tough but slow melee unit. Defensively, it has Courage 2, throws red dice without surge, and has Armor 1 to automatically block one incoming attack. Offensively, it throws six dice in melee only, 3 red and 3 white with suppressive and critical 2. The Dewback can be upgraded with shooting attacks, and it's got Relentless so it offers a little extra firepower while it advances towards melee. It has a slotted base so it's bound by the vehicle movement rules, although it has Unhindered and Reposition to help it a little; and while it moves super slow like Vader and Palpatine, it has the Spur rule that allows it to increase its speed by 1 at the cost of also gaining a Suppression token. </div></div>
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