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===Vehicles=== *'''Anti-Grav APC:''' Your APCs have Strider, which you'll absolutely need since you're gonna need to transport your 11 models. Fortunately, your loadout is also a bit more robust than just storm rifles; if you want, you can grab some HR missiles for some crowd control since you're otherwise limited on that front. You can still grab a machine gun in any case to complement your fire as it is, then buy one of the following: **Twin Anti-Air Machine Gun gives you one of your precious few anti-air options, opting more for shooting a lot over anything with punch. **Artillery Relay gives you real long-range blasting for more effective crowd management. **Shield Projector grants Regeneration. Very much necessary for a transport. **Missile Array gives a shorter range blast with smaller coverage, but it's more of it and has AP 2 so you can smash light armor. *'''Anti-Grav Tank:''' Sacrifice the transport capacity for twice the Tough value and a twin laser talon on top of the storm rifles (now effectively doubled instead of being twinned). Simply put, this is your battletank. Both of its guns have options that allow it to take on any foe and it can still equip an AA missile pod and machine gun to give additional venues for combat. *'''Heavy Anti-Grav Transport Tank:''' So what would be worth gaining 11 Transport capacity? Truth be told, your weapons are the only things tanking a hit, as you're no longer tanking the heavy cannons made to decimate units. That isn't to say that this is some unarmed APC however, as you get a potent laser talon and the machinegun. Fortunately, you've got plenty more options to mount additional weapons, considerably more than the Destroyer. *'''Heavy Anti-Grav Destroyer Tank:''' Now you're sacrificing transport capacity, but considering you're hauling a literal heavy plasma cannon, it's worth it. Indeed, your weapons make this more like an artillery transport with some other guns that cover slightly more close-range affairs. Since this won't be wanting to move much, you'll be needing to pick a more shooty unit to transport, since they'll be needing to move less as well. You should be extremely aware that this will be hogging up a lot of your points allotment, even if you buy nothing. *'''Prime Speeder:''' A super-mobile weapons platform, equipped with both Strider and Ambush so it can appear wherever it wants. Fortunately, it's also not much more expensive than an anti-grav APC starting out, though that does come with the condition that you don't go all-out with weapons. *'''Prime Light Walker:''' While tough and with Scout, it's somewhat limited in armaments with only a fist and incendiary cannon (replace with iron cannon if you want better range and AP). You can grab a few more weapons to bolster your shooting, but you're still going to be staying within mid-range. *'''Prime Attack Walker:''' Big and tough, having Tough 15 over the Light Walker's 12. This is where your big guns lie, like your heavy gatling gun (which you can replace with a heavy plasma cannon at a steep discount if you hate mobs) and stronger walker fist with AP 4. This one also has an option for Anti-Air missiles, which is welcome considering how few of those you have. *'''Support Turret:''' A bit unexpected to see a literal sentry turret. It's utterly unable to move, but its twin heavy autocannon has a great enough range to render the issue with mobility not very relevant. If you go for the twin laser cannon option, then you'll need to worry a bit more about distance.
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