6 hours ago, Squark said:The AT-RT is just... weird. After the points adjustment, they're probably in line with the dewbacks power-wise, but they'll still be annoyingly immobile and aim token dependent. And then there's that awful defense die...
Might be an awful defense dice (which is the same as the AT ST , and for the sa!e reason. Their protection comes from the word Armor strapped to them so most hits outside of crits or impact shots just bounce off. So unless it's a hero shot is only dependant on the amount of dice rolled since no matter if it is white , red or black it is a 1 in 8 chance of rolling a crit in the first place. (1 in 4 for names as they surge to crit it's which is why critical is a good middle ground for some weapons allowing limited surge to crit)
So compared with a unit rolling white dice that is surge to hit a non Armor unit will take 3 times as many wounds to save against when compared with an ATRT or Atst , giving either unit a red save would make it significantly harder to kill , which is why the tank is a actually much harder to kill. (Saving 50% of hits compared with 33 for either of the at-at vehicles)
Edited by syrath