Take That Clankers

By Tri3, in Rules

No. Any Trooper unit that fulfills the criteria on the card can use the effect. However, as one of the criteria is a faceup order token, currently that means only the troopers ordered by Rex can use the effect. Once GAR gets access to Trooper units with Comms slots for HQ Uplink (or some other order shenanigans) like ARC Troopers they can use that to get the effect on more than 2 units.

Edit: I just remembered that, technically, R2-D2 could use HQ Uplink to benefit from this, but that's not exactly a good use...

Edited by Lochlan

Thanks. What is the token called if it not ordered by a commander, but is picked at random and then placed face up?

9 minutes ago, Tri3 said:

Thanks. What is the token called if it not ordered by a commander, but is picked at random and then placed face up?

It's still called an order token. However, the unit that you active when you draw at random does not "have" a faceup order token. When you follow the order of operations on pages 13-14 about activating units, the token is placed by the unit facedown once the activation is over.

So anytime an effect requires a faceup token, it only applies to units that were issued an order during the Command Phase.

To add to this, it says face up token and an aim token, can that be an aim token within range 1 of the Unit? Or does the unit have to aim first in order to use the ability

1 hour ago, Zeph01 said:

To add to this, it says face up token and an aim token, can that be an aim token within range 1 of the Unit? Or does the unit have to aim first in order to use the ability

It has to be your own aim token. Taking an aim action or gaining a token some other way (Electrobinoculars) both work. But Clone token sharing does not work. Clones can spend each other's tokens, but they don't actually "have" those tokens.

Ok so in order to take advantage of the card, the units (2) must do the following
1 Have an order tokens,
2 Use to the first action to aim
3 Use the 2nd action to shoot at +1 to their range up to a max of 4

The card doesn't seem as powerful as it should be. I think you should be able to us shared aim tokens


Edited by Tri3

Suddenly extending the range of your weapons is quite powerful! Shooting your Z6 at range 4 is not difficult to set up in my experience.

But there are other ways to get that aim token. Another unit can use Electrobinoculars to give you an aim before you activate. Or you can take the Specialist personnel upgrade to give you a free aim. Both of those open up the possibility of a move action, so your Z6 now has a ~range 5 threat or your DP-23 has a ~range 4 threat with Pierce!

4 hours ago, nashjaee said:

Suddenly extending the range of your weapons is quite powerful! Shooting your Z6 at range 4 is not difficult to set up in my experience.

But there are other ways to get that aim token. Another unit can use Electrobinoculars to give you an aim before you activate. Or you can take the Specialist personnel upgrade to give you a free aim. Both of those open up the possibility of a move action, so your Z6 now has a ~range 5 threat or your DP-23 has a ~range 4 threat with Pierce!

Plus Offensive Push (on the units that, can take it).

I think this card will be very strong with ARCs: a comms slot for HQ Uplink and built-in Tactical.

It just seems incredibly stupid for a clone command card to not synergize with the fundamental clone ability. Makes no sense to me.

dont forget that it has to synergise with the units that are coming out after as well, like Lochlan said, it will go very well with squads of ARCs and squads with the specialist