Good morning gamers,
It took a while for the Republic to get a second faction-specific Corps unit when Legion 2.6 dropped - and when it finally arrived, I have to admit, I was convinced they'd have white saves. Imagine my surprise when I saw not only a unit that looked remarkably like the Clone Trooper Infantry profile, but it also had access to range-4 on all of its blasters AND it had Marksman to improve its dice rolls! Enter the Clone Marksman - a unit that comes in at a slight discount compared to Clone Trooper Infantry, sports the kinds of things we all like in Clones, but also plays very differently from their Corps alternatives. These guys are not beating anyone out of a job (except for maybe ARF Troopers), but they're quite solid as a Corps choice if you plan to field several of them.
Clone Trooper Marksmen: The Profile
This squad has the standard Corps stats you'd expect from a GAR unit: 1 health each on a 4-man squad base, Courage 2, and non-surging red saves. They also have speed-1, but have Prepared Position, so their location after two turns is likely to be about what you'd expect from Clone Trooper Infantry. They roll 1 black die in melee and at range 1-3, but their guns have Long Shot on them, so if you spend an aim token, they can have range 4. With Marksman in tow, having access to two aim tokens means that they can not only shoot at range 4, but they can also promote a die roll from a blank to a hit OR promote a hit to a crit (depending on your situation, this can be very useful). Finally, they have Prepared Positions, which means they'll start the game with a dodge token if they begin on the board - and I think that's generally a good idea, as the dodge token can be shared with other Clone Trooper units and it avoids the greatest downside of being speed-1.