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Star Wars Legion Rebel AT-RT Build

By James Rodriguez | April 19th, 2018 | Categories: Star Wars Legion, Star Wars Tactics

AT-RT Legion Wal HorIt’s the Rebels turn in today’s Star Wars Legion build, as we’re going to be taking a look at the AT-RT. Check out one strong unit for your next game.

Coming in at only 55 points, the AT-RT is a cheap yet strong choice for Rebel players. So, without further ado, let’s jump right in and check out some great upgrade options for it.

Legion AT-RT

The AT-RT has the Climbing Vehicle ability meaning it’s treated at as a trooper for vertical movement. But, with the Expert Climber ability, you’re not going to have to worry about rolling the white defense dice for Clambering. It has 6 health and a Resilience value of 4. This means that when the AT-RT suffers damage equal to 4 you’ll roll a white dice for it, and suffer one of three results.

  • If you roll a block icon the AT-RT becomes Damaged and gains a damage token. Damaged vehicles roll a white die when they activate, and on a blank, they perform one less action.
  • If the dice result is a blank the vehicle is Disabled. It will have to spend two actions to perform a single move, and cannot reverse.
  • If the result is a surge icon one of the vehicles weapons is destroyed, which is chosen by the opponent.

But to be fair, it’s going to take a couple really good hits from your opponent before you even reach 4 damage, the Armor ability is going to cancel all hit results while defending, only allowing you to take damage on crits.

As for attacks, you have the Grappling Claws attack which is three red dice in melee, and the A-300 Blaster Rifle which is two white dice at range 1 to 3 (in any direction). Impact 1 is going to make it so you can change one hit icon to a crit icon if the defender has the Armor ability.

Now for the upgrades. For our Hardpoint upgrade, we’re going to be going with AT-RT Laser Cannon.

AT-RT Laser Cannon

This bad boy is coming out firing two black and a red dice at range 2 to 4. With Impact 3 you’ll be able to change up to 3 hit result to crits against units that have the Armor ability. Keep in mind this is a fixed forward weapon so plan our your move to be in arc for your shots with this critial weapon.

This is going to allow you to keep a safe distance while getting off some powerful shots no matter who the target is. Which leads us to our choice for the comms slot.

comms jammer upgrade

Comms Jammer is going to make it so enemy units at range 1 can’t be issued orders unless they are issuing an order to themselves. This is a great card because it’s going to cause your opponent to think twice about coming within range 1, and with the Laser Cannon being range 2 to 4, this seems like a great choice to help get a little extra edge in melee. But remember to stay close to your commander!

The points total for this AT-RT build is going to cost you 105 points, which is expensive, but if you want to free up some points you can drop Comms Jammer and that will bring the cost down to 90. All in all, whether you include Comms Jammer or not, the AT-RT is definitely worth having at least one or two in your list.

It’s a very durable vehicle, packs a punch, and can sit in the back and provide cover fire while you move your other units into attack range.

About the Author: James Rodriguez

I'm a huge fan of anything tabletop. I play strictly Chaos in Warhammer, and Imperial in anything Star Wars. I spent 8 years in the military. Now I'm happy to be a civilian working with a great group of people. "We are all tyrants. Do not fool yourself. We were bred for nothing else." -Mortarion