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====1.4 FD Laser Cannon Team==== (70 pts.) The big dish-shaped laser cannon from the Rebel base on Hoth during ''The Empire Strikes Back''. At least they get good television! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. This...This unit can't move. Who thought putting a Jammer on a turret was a good idea? ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a terrible choice, it ensures you can get an order token on this when you most 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. Though your immobile nature means that you are more likely to be out paced by your leaders. '''Generator Upgrade (x1 Slot)''' ''Barrage Generator'' (3 pts.) - Exhaust this card to add 2 white dice and '''Suppressive''' to your attack with a weapon that has '''Fixed'''. Makes the gun a little more useful for shooting at infantry. The two white dice is nice for the greater attack potential, and suppressive is great. ''Overcharged Generator'' (3 pts.) - Exhaust this card to add 1 black die and '''Impact 1''' to your attack with a weapon that has '''Fixed'''. Takes a gun that's good against tanks and makes it even better. 6 black dice with Impact 3 is nothing to sneeze at. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> It's an immobile heavy cannon that specializes at blasting apart enemy tanks, but is still capable of destroying enemy infantry as well. It's only got 6 wounds and white defense dice with surge for defensive properties, so it's certainly not invincible. It also has only Courage 2, and if it panics, rather than fleeing (since it's '''stationary''') it simply does nothing for its activation. So if it starts taking fire, make sure you have a way of keeping it firing. It has range 5, though, so take advantage of this to do heavy damage to enemy armor or high value troops before they are in range to shoot back. The FD turret has 5 black dice native, with surge to hit and '''impact 2''', meaning they can threaten most units. This rolls an average of 3 hits per shot and 2 against armor, while being outside the range of everything but snipers. It has a hard time pushing through cover on its own but it can still reliably suppress targets. It also has a 4 white dice secondary weapon, but its basically useless, as pivot firing is a better emergency option. '''Sentinel''' grants improved standby range, which is situational but nice to have. The barrage generator is a better choice against infantry, because '''suppressive''' is pretty powerful and hard to come by in the rebel army and 2 white adds 0.75 damage. The Overcharged generator is more situational but will allow you to whack armor. It only adds an additional 0.625 damage, but '''impact 3''' hurts. They are also emplacement troopers, so they benefit from the coordinate ability of Rebel Veterans. For 70 points you get a great side-grade to the AT-RT that can have some major synergy with one of your troop choices! '''Stationary''' makes them much more situational than the AT-RT or taun-taun, so if you are taking more than one you will need a point bid to choose good objectives to maximize their area denial capabilities. If you can get an objective within its range, they can deny it to the enemy and just cause suppression and scratch damage if they dare stand in its arc. It should be noted that during the Rapid Reinforcements condition card, the FD turret can be infiltrated. Generally, this may not be the best choice. It can be funny, though! </div></div>
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