Note how much the aim token brings up the floor on this attack pool. For example, in the below chart, an AAT with main gun and HE shells has a 88.62% chance to get at least five hits. All percentages in this article will be cumulative. Oh hey there Kenobi, I see you have six pointless dodge tokens.īelow is what the attack pool looks like when you combo it with the main gun. It has everything you want good dice, range 4, and the High Velocity combos with the main gun to give you the most potent dodge token ignoring attack pool in the game. This is my favorite Ordinance upgrade for the AAT. At least it doesn’t have Weak Point Sides like the Saber and Occupier. It can also strafe via the side notches on the base. As a result the AAT displaces like a ground vehicle, but can move over terrain less than its height (as opposed to half its height like ground vehicles). The combination of these keywords is sort of confusing basically you treat it like a ground vehicle when it interacts with other units, and like a repulsor vehicle when it interacts with terrain. Attacking is normally what the AAT wants to be doing anyway… though you should have a face up most of the time.īarrage. You won’t be using this much with the short range, but it can come in handy when your shells are exhausted and you need to move/shoot something close.ĪI: Attack. Note this thing is not Fixed: Front, unlike nearly every other heavy main weapon. Four dice isn’t a lot for a heavy, but they are red dice and therefore super reliable, and you can double tap with Barrage if you need to. Range 2-4, four red, critical 2, high velocity, Impact 1. ARC snipers in particular shred this thing with their combination of Lethal and Critical, so be wary. The health can disappear pretty quickly though with a couple of bad rolls or against weapons with both Pierce and Impact/Critical, so don’t be reckless. Armor, red defense dice, 9 health, 6 resilience.
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