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Layering a table in charges can really make your opponent think twice about moving around the board.Īs usual, these percentages are cumulative. However, you can place multiple charges, and of course you could potentially catch more than one unit with each detonation. You are not going to be doing a lot of damage to single units individually with a proton charge. You can cover a lot of board with Proton charges with just a couple of units equipped with them. Range 1 radius is 13 inches in diameter,* and there doesn’t appear to be a restriction as to how many of these things you can throw down. You are going to get roughly 1.63 hits with thing, and nearly as many Impact hits. Those dice may not look great, but if you can catch two or more units in the radius it starts looking a lot better. When a charge token detonates, you make an attack against every unit in range and line of sight of the token (range 1, in this case). If you have three saboteur units, for example, you could detonate three tokens at once, if you are into that sort of thing. It is noteworthy that you can do this per unit you have have with detonate. That is pretty darn flexible, though notably it won’t work after compulsory moves, since those aren’t actions. That action doesn’t even have to be taken by a unit in range of the token.
#SONIC CHARGE TOKEN FREE#
You can do this as a free action after any action is taken, by either side.
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Detonate 1ĭetonate 1 allows you to detonate 1 charge token as long as you have a unit with this keyword on the board. It’s not an attack, so in theory you could do this and shoot, if you can set it up right. You place a charge token within Range 1 and line of sight of your unit leader. I don’t know how many vehicles you are really going to be catching with a short range, pre-placed explosive, but you could do some decent damage if you manage to pull it off.īefore we get into the tactics, let’s explore real quick how these things work. Impact 1: Nice to have, especially combined with that surge to crit. Not terrible, but you’d probably like more boom for your buck. Not as bad as it looks with the two whites 13/8(6). Note for area weapons you use the surge on the card, not the unit. This is a new mechanic we’ll talk about how it works below.ĭice: One red, two white, surge to crit.
#SONIC CHARGE TOKEN FULL#
Lastly, we’ll look at the differences between the full squad and strike team, and some tactics. First we’ll hit some high level pros and cons common to both versions of Commando saboteurs, then we’ll look at the proton charge stats. The format of this article will be a little different, since the full squad and strike team play differently but share the same weapon upgrade. This article focuses on Proton Charge Saboteurs the sniper article can be found here: Rebel Commandos – Sniper This is part two of the Rebel Commandos article series.