Star Wars: Armada
In Armada, the fleets of the Rebellion and the Empire wage massive battles, with Star Destroyers and Mon Calamari capital ships trading fire while X-Wings and TIE Fighters engage in fierce dogfights. The game emphasizes forward planning, rewarding skilled positioning and ship commands chosen turns in advance, with an upgrade system that allows for an almost unlimited variety of list-building options.
- 1 Why Play Armada
- 2 Star Wars X-Wing
- 3 Cost
- 4 Gameplay
- 5 Campaign Expansions
- 6 Ships and Squadrons
- 6.1 Rebellion
- 6.1.1 Small Ships
- 6.1.2 Medium Ships
- 6.1.3 Large Ships
- 6.1.4 Flotillas
- 6.1.5 Squadrons
- 6.2 Empire
- 6.2.1 Small Ships
- 6.2.2 Medium Ships
- 6.2.3 Large Ships
- 6.2.4 Huge Ships
- 6.2.5 Flotillas
- 6.2.6 Squadrons
- 6.1 Rebellion
- 7 Upgrades
- 7.1 Commanders
- 7.2 Officers
- 7.3 Weapons Team
- 7.4 Offensive Retrofit
- 7.5 Boarding Teams
- 7.6 Support Team
- 7.7 Fleet Command
- 7.8 Defensive Retrofit
- 7.9 Experimental Retrofit
- 7.10 Ion Cannons
- 7.11 Ordnance
- 7.12 Turbolasers
- 7.13 Fleet Support
- 8 External Links
Why Play Armada
Armada is a game of planning and foresight. Where other games focus on turn-to-turn tactics and responding to a shifting battlefield, Armada is a game where you set your strategy in motion, and then lean back and evaluate as it unfolds - for better or worse. Armada is a game of momentum, that challenges your grand designs rather than your snap decision-making. You're not a sergeant commanding a squad of infantry as they assault a bunker; you're Grand Admiral Thrawn, tapping your fingers on your armrest as Star Destroyers explode in anticipated sacrifices, while bombers draw the enemy deeper into a trap that may well be about to backfire.
Welcome to the Armada, Commander. The fleet is at your command.
Armada's ships come pre-painted and pre-assembled (although squadrons come in unpainted colored plastic), saving players less interested in the hobby side the need to model and paint, while still allowing those who want it the option to customize their models. Ships and squadrons come with all rules and tokens needed to use them, aside from the basic game rules available in the Core Set and as free PDFs on FFG's website, so there's no need to buy a giant rulebook or continually re-buy overpriced army books; and ships include dials, tokens, and counters, to make tracking game information such as ship health, speed, activation, upgrades, and the like quick and easy. The game is also well balanced - while some upgrades may be overcosted or have niche applications, and certainly some ships see the table more than others, every ship in Armada is viable and can be made to work with the right list.
The rules are straightforward and intuitive, but still allow for a great deal of complexity and depth. Inherited from its forefather X-Wing, Armada's player base brings a "fly casual" attitude to the table, focusing on fun and civility over nitpicking and tilting, even in tournament competitions.
As a disclaimer: note that the Core Set can be a rather poor and misleading representation of the full game - giving the inaccurate impression that Rebels are strictly fragile flankers with strong squadrons, while the Empire flies slow front-firing bricks supported by glass TIEs; and often ends in very lopsided games dependent solely on whether or not the VSD managed to line up a shot with its front arc. If possible, get someone with a complete collection to demo the game for you.
Star Wars X-Wing
Star Wars: X-Wing and Star Wars: Armada are completely different scales and rulesets, and while those familiar with X-Wing may notice many individual similarities, Armada is a very different game and in some instances the rules are the exact opposites of their X-Wing equivalents. While X-Wing is a tactical game of starfighter combat between small squadrons of fighters, Armada is a strategical game of fleet combat between capital ships escorted by half a dozen or more squadrons of fighters. If X-Wing draws inspiration from World War 2 dogfighting and allows you to re-enact scenes such as the Death Star trench run, Armada is inspired by WW2 carrier fleets and can simulate the entire Battle of Scarif. If you want to command the full might of an Imperial Star Destroyer and throw a baker's dozen squadrons of TIE Fighters at all of your problems, you're in the right place.
Compared to some other tabletop strategy games, Armada has a relatively low entry cost and upkeep requirement. That said, Armada's price is largely front-loaded, especially compared to X-Wing, with the Core Set required to play the game running $100 MSRP, yet providing less than half a full fleet for each faction and the necessary components being impossible to split between two new players to share the cost.
However, once that sticker shock fades off, the good news is that beyond the initial purchase staying up to date with new releases is very inexpensive. With one to two waves per year, and typically one ship per faction per wave, upkeep costs can be as low as $20-$30 once every six months. Unlike X-Wing, it is typically uncommon to need more than two of any ship, and as often as not there's limited need to buy more than one. Furthermore, only a small handful of upgrades are found only in one faction's boxes, so a player who only purchases mono-faction won't be significantly hindered. Eventually, many of those upgrades end up as alt-arts, making them plentiful and cheap to buy or easy to borrow.
As for going from the Core Set to a full 400 points, it'll depend on which faction you want to play and what sort of fleet grabs your interest, but will likely run you around an additional $120. Obviously, if you can grab anything below MSRP - either from a local retailer selling at a discount or buying ships second hand - then that price will begin to fall dramatically. Sample Imperial and Rebel cheap starter fleets for $250 or less (including the $100 Core Set) can be found here, if your own Google-fu fails you.
The game is played on a standard 6'x4' table, with 6'x3' dedicated to gameplay and the remaining six inches per side for cards and tokens.
The first player activates a ship, and then reveals a command dial set in secret often several turns in advance. If it's a squadron command, the ship activates a number of nearby squadrons which can then engage enemy fighters or make a bombing run on an enemy ship. Then the ship fires if any targets are in range, and then after shooting, moves - making positioning a game of cat-and-mouse as you try to predict where your opponent will be, rather than being able to shoot at where he is now. Huge ships can also choose to pass, delaying their activation until later in the turn.
Ships attack with one or more of three colors of dice, each with a different combination of results and a different range, making up to two attacks a turn; with each of the ship's four firing arcs potentially having different numbers and colors of dice. The new category of Huge ships is an exception, with six firing arcs (the basic four, and the new left-auxiliary and right-auxiliary) which can make three attacks per turn.
While defending, ships have a variety of defense tokens that can be spent to reduce or redirect the incoming damage, with the remaining damage reducing their shields or damaging their hull. Ships move using a maneuver tool that restricts turning based on the given ship's maneuverability and current speed, creating a feeling of momentum and further rewarding skilled positioning and spatial planning.
Squadrons - representing groups of X-Wings, TIE Bombers, or aces like Tycho Celchu or Boba Fett - zoom forward, engaging in dogfights or bombing enemy ships. Squadrons can only make attacks at range 1, regardless of dice color. In addition, squadrons can only move or shoot (not both) unless activated by a squadron command. On the other hand, squadrons can move in any direction and any distance up to their maximum speed, and can do their movement and their attack in either order, giving them great flexibility. If two opposing squadrons move into range 1 of each other they become engaged, meaning they are locked in a dogfight, unable to attack ships or move. Capital ships and squadrons both have separate attack profiles for attacking squadrons or attacking ships. Like ships, squadron aces gain defense tokens of their own to reflect their superior piloting or uniquely modified starfighter.
Activations alternate, with the first player activating one ship, then the second player, until both have no unactivated ships; then players begin activating any squadrons that weren't already activated by a squadron command, with first player activating two squadrons, then second player activating two, and so on.
Each round is divided into a number of phases.
- Both players set a stack of command dials for their ships in secret, with each ship having a number of command dials equal to its command value. A ship's top command is revealed at the beginning of its activation, and new commands are placed on the bottom of the stack; meaning that ships with Command 2 or 3 require planning well in advance. However, even Command 1 ships have to account for the actions of any other ships that may activate before they do in the turn. Instead of providing the command's normal effect, you can gain a command token of the same type, which offers a lesser version of the ability but can be saved for a later turn. Each ship is limited to no more than one command token per type, and no more total command tokens than its command value. A ship can spend a command token while taking the effect of the same command from a dial, to augment the effect - for example, spending a token while using a navigate command to change speed by 2, or a squadron 3 ship spending a squadron dial and token to command 4 squadrons.
- Navigate - When your ship executes a maneuver, it can make one additional click to the maneuver tool over what its ship card allows, and can also raise or lower its speed by one. Navigate tokens can be spent to change speed by one. Note that these are normally the only ways to change your ship's speed.
- Squadron - You may activate a number of squadrons at close-medium range equal to your squadron value, which can then move and shoot in any order. In addition to bypassing the normal restriction that squadrons can only move or shoot, this allows you to activate them earlier in the turn for an alpha strike. A Squadron token can be spent to activate exactly one squadron, regardless of ship. Squadrons can only attack at range 1 - regardless of the color of their dice or the target - and if opposing squadrons enter range 1 of each other, they are "engaged" - unable to move or make attacks targeting ships.
- Repair - Your ship gains a number of engineering points equal to its engineering value; spend one to move a shield from one hull zone to another, two to regain a shield, or three to discard a damage card (regaining one hull); taking each option multiple times if desired. Engineering tokens provide half your engineering value, rounding up.
- Concentrate Fire - Add one die of a color already in the attack pool to one of your attacks. Concentrate Fire tokens instead allow you to re-roll one die. If using both in the same turn, they must both be used on the same attack.
- The player with initiative chooses a ship to active, revealing its top command dial. You immediately must choose to either convert it into a token for later, or to use it that turn - if applicable (squadron or engineering), resolving it then. The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone if targeting a ship. Then the ship must execute a maneuver, after which the other player activates one of their ships. Players continue activating ships back and forth until all ships have activated.
- The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone (if targeting a ship).
- First, determine arc of fire, following the lines printed on the ship's cardboard as if they extended out (a laser line tool is useful for this).
- Then measure range, from the closest cardboard on the attacker to the closest cardboard of the defender, using the range ruler. The attack can only consist of dice that match the distance of the target.
- Finally, check line of sight, from the yellow diamond on the attacking hull zone to the yellow diamond on the defending hull zone (or the closest cardboard, of a squadron). If line of sight passes over a ship or obstacle, the attack is obstructed, and you must remove one die from your initial pool. If line of sight passes through one of the targets hull zone lines, then you cannot attack that hull zone at all - another hull zone is in the way!
- Then, to attack, you first roll the initial dice pool - the dice printed on your card, plus any added by effects that modify your "battery armament", such as Expanded Armaments. If this would be no dice - either because the target was out of range of your dice, or because obstruction removed all your dice, then you cannot attack - the target is too far! When firing against squadrons, your ship does not use its hull zone's normal dice, but instead uses its AA value (which is the same for all hull zones). This still counts as firing from a particular arc for that turn, but unlike shooting at a ship, you roll your AA dice as a separate attack against every enemy squadron within arc and range.
- After the initial dice are rolled, the attacker resolves any effects that take effect "while attacking", such as adding a die via a Concentrate Fire dial or Admiral Ackbar, or re-rolling dice using Leading Shots. The attacker can spend any Accuracy icons to lock down the opponents defense tokens. (Note - attacker can do these in any order, such as spending Accuracy icons before re-rolling the pool using Veteran Gunners, potentially then spending new Accuracy icons).
- After the attacker is done modifying the dice pool, the target gets to spend any defense tokens not targeted by accuracies to mitigate the damage - flipping green tokens to red (exhausted), or discarding exhausted tokens altogether. Tokens unexhaust at the end of every round - but discarded tokens are gone for the rest of the game!
- After defense tokens are spent, but before any damage is taken, the attacker has the opportunity to resolve a critical effect. To do so, there must be at least one critical hit in the pool. The crit die is not removed from the pool, and having multiple crits doesn't enable multiple critical effects - only one critical effect can be resolved per attack, regardless of the number of critical hits rolled. All ships (and squadrons with Bomber) have the same critical effect by default - "if the defender is dealt at least one damage card by this attack, deal the first damage card faceup" - with others available via upgrade cards or squadron ace abilities.
- Finally, the defender suffers any damage, one point at a time, either onto the shields or as damage cards onto the hull.
- Both ships and squadrons can possess defense tokens. The defender can only spend one of a given type of defense token per attack, and a specific defense token may only be spent once per attack.
- Brace - Halve the damage in the damage pool, rounding up.
- Redirect - You may take some (or all) of the damage on an adjacent hull zone, up to that hull zone's remaining shield value.
- Evade - If the attack is at long range, cancel one die. If at medium range, force a re-roll on one die instead. No effect at close range. Note the timing - if an evade removes the only crit from the pool, then the attacker cannot resolve a critical effect.
- Scatter - Cancel all attack dice. As with evade, this prevents the attacker from resolving a critical effect.
- Contain - The attacker cannot resolve the default critical effect.
- Like most of the other FFG Star Wars games, the system comes with its own unique dice. In Armada, the dice faces feature:
- Blank - a miss.
- Hit - add a point of damage to the damage pool.
- Accuracy - the attacker gets to prevent the defender from using one of their defense tokens. Multiple accuracies can lock down multiple defense tokens.
- Critical Hit - add a point of damage to the damage pool, and allow the attacker to resolve a critical effect. Note that unless otherwise stated, only ships and bombers can score critical hits, and only onto ships - otherwise it offers no effect and doesn't add any damage.
- There are three colors of dice - all three are D8s, but each features a different combination of faces and have a different range:
- Black dice (ordnance) have the shortest range and are the most deadly, with four hits, two faces with a hit and a crit, and two blanks.
- Blue dice (ion cannons) are medium ranged and are the most accurate, with four hits, two crits, two accuracies, and no blanks.
- Red dice (turbolasers) have the longest range but are the most variable, with two hits, one double hit, two crits, one accuracy, and two blanks.
- Damage is taken first onto any shields, and then onto the hull. Normal damage is taken as face-down cards drawn from a damage deck, but some effects - including the default critical effect - cause face-up cards. Face-up damage cards carry a negative effect that persists until indicated by the card, or until the card is repaired by the player. Once a ship has a number of face-up and face-down damage cards equal to its hull value, it's destroyed.
- After attacks have been resolved, the ship executes a maneuver. If the ship has a Navigate dial, or spends a Navigate token, it may change its speed by 1. Place the maneuver tool beside the ship, rotating the yaw at various distances, up to your current speed, based upon the yaw values in your ship's maneuver chart. Note that you can only pre-measure with the maneuver tool during this step! You cannot execute a maneuver that would cause you to overlap the maneuver tool (except if caused by a ram). Once you've made your decision, slot the maneuver tool into the ship's base - at that point, your decision becomes final, and you must execute it. Place your ship's base into the maneuver tool at the corresponding speed - if your maneuver would cause your ship to overlap another, it moves back to the previous notch and both ships take a face-down damage card (if it would still overlap at the previous notch, it continues to back up, potentially such that it doesn't move at all - and only the closest of any overlapped ships receives damage). If the ship overlaps friendly or enemy squadrons, the opposing player places them anywhere in base contact with the ship. Finally, if any part of the ship's base - excluding shield dials - is outside of the play area, that ship is immediately destroyed.
- Any squadrons that were not already activated by squadron commands activate, but by default they can only move or attack. The first player activates two squadrons, then second player, until all squadrons have activated. Squadrons can only attack at range 1 regardless of the dice in their pool, and can move up to their maximum speed in any direction.
- Basically a clean-up stage - you reset your ships' and squadrons' exhausted (but not discarded!) defense tokens, unexhaust any upgrade cards, and resolve any upgrade effects with this timing (eg, dead ships kept alive by Rieekan).
Every fleet must have exactly one "flagship" - a ship equipped with your Commander, a unique character leading your fleet and granting a fleet-wide effect. Any ship other than a Flotilla can serve as your flagship.
Each ship can equip one Title upgrade (for example, turning a generic MC80 into Admiral Ackbar's Home One) and/or your Commander, plus a variety of other upgrades depending on the upgrade icons on its ship card. You can equip no upgrades, or as many as you have slots, and you can take as few or as many ships as you want (to a minimum of one, your flagship). There are at least two variants of each ship model, with different point costs, dice, Squadron values, or upgrade slots. Unique cards, usually characters like Darth Vader but sometimes upgrades like the Interdictor's Grav-Shift Reroute, are indicated by a dot next to their name and can only be taken once per fleet - so you can't have Darth Vader as your Commander and field Darth Vader's TIE Advanced at the same time, or field both Officer and Commander Leia. The same upgrade can't be taken more than once on the same ship, and a ship can have at most one upgrade with the "Modification" keyword.
You cannot spend more than a third of the match's point limit on squadrons, rounding up - for most games, played at 400 points, this means you can take at most 134 points worth of squadrons. You can take none, or up to your squadrons point cap; taking multiple generic squadrons and/or unique aces - such as a "Red Squadron" wing of Wedge Antilles/Luke Skywalker/Biggs Darklighter, or simply 8 groups of TIE Fighters.
Finally, every fleet has to select one each from three types, of objectives - Assault, Defense, and Navigation. Every game is played using one of the players' chosen objectives. During setup, the player with the lower points value chooses who goes first, giving incentive to "bidding" by intentionally taking fewer than max points to try and guarantee being first (or second) player. First player always activates first in the ship and squadron phases, granting a significant advantage. To counteract this, the first player has to choose one of the second player's three objectives to play that game, with most objectives granting the second player a large advantage - but moreover, giving second player the ability to bring objectives uniquely suited to his list.
The Corellian Conflict
The Corellian Conflict introduces a 2-6 player campaign set in the Corellian Sector. Splitting into Rebel and Imperial teams, the players battle for control over planets and resources on a sector map, building up to 500 point fleets while their ships and characters become skilled veterans, or battle-damaged junkers. New mechanics allow for players to retreat to hyperspace rather than wage a losing battle that may have their ships (and their upgrades, titles, etc.) permanently destroyed, or emerge from hyperspace to reinforce their allies during the campaign's ultimate, 1000 point all-out battle. As each team is limited to one of each unique across all of their fleets, and makes their offensive and defensive decisions as a group, each player can opt to specialize their fleet in a certain type of task, or take on the harder battles while weakened fleets repair and rearm.
In addition to the campaign components, the Corellian Conflict also introduces new material for standard Armada games. Four new Objectives per type (as well as a new Dust Field Obstacle that blocks all attacks) increase your list building options, as well as the variety of lists you must be prepared to counter; and each of the squadron types in the Rebel and Imperial Squadrons 1 boxes get two new unique squadron cards/bases - one new ace, and one new unique that lacks defense tokens but brings new options to the table - for a total of 16 new squadrons.
Ships and Squadrons
CR90 Corellian Corvette
One of the Rebellion's cheapest ships, half of its Core Set composition, and one of its most iconic vessels. Four HP, 7 total shields distributed mostly evenly and just one redirect make it a very fragile ship. But with high top speed, incredible maneuverability and two evades, the CR90 excels at weaving in-between the enemy's most dangerous arcs at long range, where its evades can remove one of hopefully very few dice being rolled towards it. Support and defensive upgrade slots, along with its cheap cost, make some niche builds - like Engine Techs and Reinforced Blast Doors for maximized ramming damage - possible. As a Wave I ship, it's been throw a lot of twists and turns in the meta over the years.
- CR90 Corvette B - The cheaper variant sports nothing but ion cannons, and the Ion Cannons upgrade slot to match. Unfortunately, getting into medium range to use its guns means your evades are less able to keep you alive. On the other hand, Dodonna's Pride or SW-7 Ion Batteries can allow the ship to hit hard for its low cost.
- CR90 Corvette A - At five points more than the CR90B, the CR90A swaps most of its blue dice for red, giving it the range to trade blows with other capital ships while maintaining its evasive edge, and accordingly its Ion Cannons upgrade is traded for Turbolasers. This is the more common variant on the table, infamously often fielded with Turbolaser Reroute Circuits (to guarantee 2+ damage from long range, while its spare Evade protects it) such that it is known as the "TRC-90".
- Dodonna's Pride - As a blue crit effect, cancel all attack dice to deal one faceup damage card. Like a watered-down APTs, this can allow you to sneak a devastating effect onto an enemy ship that thought it was safe behind its shields - especially when paired with its namesake Commander to handpick the crit. Note the timing - crit effects resolve after defense tokens are spent, so this doesn't allow you to freely bypass scatter or evade tokens. Deceptively difficult to pull off - even on a CR90B with Engine Techs, getting into medium range without blowing up can be hard, and then you have to roll a crit to even use it. Take leading shots to try and fish for that crit, and you're spending a hefty chunk of change on a gimmick that could've been better spent just dealing raw damage. It has its uses, but a CR90B with Dodonna's Pride can't just be dropped into any list and expected to earn its keep, as first reading might suggest. Only available only in the core set.
- Tantive IV - When you would gain a token, another nearby friendly ship may gain it instead. Very situational, especially with the addition of Comms Net alongside the GR-75 in Wave III. Made a bit more sense back in the Wave I/II days. Only available in the CR90 Expansion Pack.
- Jaina's Light - For two points, you ignore obstacles and can't be obstructed. Combined with TRCs, this can allow a CR90A a lot of survivability - hiding behind rocks for obstruction plus cancelling a second die with evade - while it can freely dish out its own damage in return. So cheap it can often be taken on a whim, and combos well with the CR90A's evasive, skirmishing playstyle. Only available in the CR90 Expansion Pack.
Slower and much less agile than a CR90, but with stronger forward firepower and shields, five hull, and a pair of incredibly useful brace tokens. At long range, it has the same front arc offense and defense as the much more expensive Victory Star Destroyer - but lacking any redirects and with extremely large and weakly shielded side arcs, it can die very easily to bad positioning or enemy bombers. More than almost any other ship, a badly flown Neb-B is a dead Neb-B. But fly slow, keep your nose pointed at the enemy, and don't get into both range and arc of anything bigger than you, and the Nebulon is a solid long range red dice platform.
- Nebulon B Support Refit - The cheaper variant maintains the same anti-ship weapons as its pricier sibling, making it well suited to use for the Salvation or Redemption titles, and/or as a turbolaser platform with the right upgrade.
- Nebulon B Escort Frigate - For six additional points, the ship's anti-squadron increases by one blue die, and its squadron value improves by one. A solid pick with the Yavaris title, which allows its low squadron value to punch well above its weight class.
- Salvation - Crits out your front arc count for two damage rather than one. Slap it on a Support Refit for a cheap sniper ship. For sillier builds, TRCs, Spinal Armaments, Commander Sato, and/or the Opening Salvo objective (alongside concentrated fire commands) can boost your long range front arc damage output to terrifying levels. Given the frame's low survivability, Salvation is often best suited as a sweeper coming in late, a flanker coming in from the side, or a companion flying in formation with another threat. Found only in the Nebulon-B Expansion Pack.
- Yavaris - Squadrons you activate can shoot twice if they stay still. Watch your opponent's face turn to horror as Wedge Antilles rolls 12 blue dice in a single turn, Keyan Farlander pulls up to 8 damage against an enemy ship, or Luke Skywalker puts two face-up damage cards onto a full health ISD. Combine with Adar Tallon to make one of them do it a third time. The only downsides are deciding which of the many viable candidates to activate, having a huge target on a ship with such general squishiness, and the Nebulon's poor squadron value and lack of an offensive upgrade slot. The latter can be mitigated by Raymus Antilles, a Comms Net GR-75, or commander Leia Organa. Putting Adar on another ship, or throwing a Flight Commander and Fighter Coordination Team onto Yavaris, can allow you to get your squadrons into position, to be activated by Yavaris on the same turn. Found only in the Nebulon-B Expansion Pack.
- Redemption - Whenever a friendly ship within range 5 resolves a repair command, they gain an extra engineering point. Turns the ship into a floating medical barge, this can be a lifeline for small engineering 2 ships who cannot repair hull points with just an engineering dial, and enables engineering 4 ships to remove damage cards with just an engineering token. Note that because it does not say "another friendly ship", Redemption benefits from its own effect; which you can leverage by taking Projection Experts. Found only in the core set.
The MC30 is primarily a means of transporting black dice to the enemy fleet, which it excels at. With 3 black / 2 other dice in its side arcs, the maneuverability at speed 3 of a CR90, and access to both weapons team and ordnance slots, it has the ability to reduce even an Imperial Star Destroyer to space dust with the right upgrades and some skilled flying. With a close range double arc, the MC30 can spit out up to 10 damage onto a single target from its black dice alone, even before considering the blue/reds or any upgrades such as APTs or TRCs. On the flipside, it's very flimsy, with just four hull; its speed 4 maneuverability leaves something to be desired, and it lacks the ability of Demolisher to project damage in a huge area. Skilled piloting, a bid for first player, and activation advantage can all be used to mitigate its fragility. Usually kitted with Ordnance Experts, Assault Proton Torpedoes, Admonition, and possibly an Intel Officer or Lando Calrissian; but many other officer or ordnance upgrades are viable - even builds with Enhanced Armaments to leverage Admiral Ackbar's ability at long range have merit, bumping the MC30c's side arcs to match an ISD-I's front arc.
- MC30c Torpedo Frigate - The cheaper MC30c is generally the more common one. The black dice delivery service will put you in close range anyways, and the blue dice are more likely to roll a natural accuracy (or a guaranteed one, with Sensor Teams or H9 Turbolasers) to shut down a crucial brace or redirect.
- MC30c Scout Frigate - For six points, swaps its blue dice for red - otherwise mostly the same as above. While two dice out the side at long range isn't much to sniff at, once again, pairing with Enhanced Armament and/or Admiral Ackbar can boost your side arcs' red dice to Star Destroyer levels, and Turbolaser Reroute Circuits can turn the ship into an up-sized CR90. For a few points less than an Assault Frigate, you can get very similar long range damage but dramatically enhanced short range damage (at the cost of survivability, among other things).
- Admonition - Discard (not spend!) a defense token to cancel one attack die. This is much more powerful than it first appears, as the MC30 often lives or dies by a point or two of damage by nature of its weakness and close-range damage potential.
- Foresight - Your evades affect an additional die, and your redirects can draw from an additional adjacent hull zone. Generally the less common of the two. The MC30 wants to get close range on the enemy, making its evades worthless, and manages to use every ounce of its shields as often as not. Still, can be worth taking if Admonition is already in use on another MC30, with Mon Mothma upgrading its evades, or on a long-range Scout Frigate build.
The Pelta is a support ship, as the original home of the powerful Fleet Command upgrade slot, and the Rebellion's only access to it. that can house one of three unique upgrades that offer fleet wide benefits. It has a decent array of dice and defensive tokens for its price, but is hampered by its maximum speed of two and a comparative lack of access to damage-increasing upgrade slots. With its Support Team upgrade slot and 2 yaw at speed 1, its speed can be alleviated by Engine Techs; and the relatively high engineering value of 4 keeps it alive longer than some of the Rebellion's other small ships. The Pelta tends to be priced out by leaner or meaner alternatives, unless you're taking full advantage of one the Fleet Commands. Accordingly, be sure to consider how you're going to supply the Pelta with Command tokens - Raymus Antilles, Veteran Captain, Comms Net, Garm Bel Iblis, etc - and watch the timing, as the token is spent before you get the chance to activate any of your ships to pass one over.
- Modified Pelta-Class Assault Ship - An assault Pelta with engine techs costs similarly to the MC30 - but that ship offers more dice, stronger shielding, higher speed, duplicate tokens, Weapons Team/Defensive/Turbolaser slots, and pairs better with many of the Rebel commanders. In exchange, the Pelta offers tighter turning (being II-II or I-I-II with engine techs), an extra point of engineering, and a brace token; plus the differing titles. It has its own niche use cases, and provides cheaper access to the Fleet Command upgrades if you're not in need of a carrier, but if you're only looking for a black dice combat ship the MC30 is the better choice. The cheap External Racks can be a good pickup to up the ship's firepower without breaking the bank.
- Modified Pelta-Class Command Ship - For four points, gains two extra squadron, switches its black anti-ship dice to blue, drops its black AA die, and swaps the Ordnance upgrade slot for an Offensive Retrofit. Accordingly, it is well suited to a carrier role - Expanded Hanger Bay or Boosted Comms suit its Squadron 4 well, it has a Support Team slot for a Fighter Coordination Team, and with All Fighters Follow Me!, it can rev B-Wings up to speed 3+1, or hurl X-Wings further than your opponent's speed 5 TIEs. It also hits respectably at medium range - two Command Peltas have the same cost and combined front arc dice of an ISD, with similar total HP; although lacking the latter's shooting-oriented upgrade slots.
- Phoenix Home - The Pelta's only title grants it a second Officer slot and raises its maximum Command token count to 4. Note the wording doesn't affect the Pelta's Command Value itself, so Garm doesn't grant the Phoenix Home 4 tokens. Potential combinations include Raymus/Ashoka, Veteran Captain/Toryn Farr, Flight Commander/Adar Tallon, etc.
Taking the CR-90s former title as the Rebellions cheapest non-flotilla ship, the Hammerhead is a difficult ship to master and one that has a tendency to die before doing anything of value if mispositioned. Five hull is quite healthy, but with two less shields than a CR-90, 1x redirect/1x contain/1x evade defensive tokens, and a painfully mediocre maneuver chart at its top speed of 3, the Hammerhead has quite the glass jaw. But for its price, it has a great suite of upgrade slots that allow it to bring quite a bit of damage to bear, and its Task Force titles allow multiple Hammerheads to force-multiply surprisingly well.
- Hammerhead Torpedo Corvette - The cheaper and more common variant has a black die in each arc, plus a blue and red in the front. Fortunately, it also has an ordnance upgrade slot, which External Racks should be all but stapled to. With a concentrate fire command (easy to dial in with Command 1) and ERs, the double-arc is 5 black, 1 blue 1 red, which is an astonishing amount of burst damage from such a cheap ship. Sure, it's probably gonna die shortly after (if not before) rolling this attack, and after spending ERs it's much less deadly, but losing a Hammerhead or two is no big deal if they were able to trade up for one of the Empire's pricey triangles. Also functions well as a cheap platform for boarding troops, and using Cham Syndulla to slice an ISDs entire 3 command stack can change the whole game - if you can pull it off. And, shockingly, there's an argument for taking them with Flight Controllers and Expanded Hangers, making them into super-flotillas; but results on the table may vary. They come two to a box, with two copies of all the non-unique upgrades therein.
- Hammerhead Scout Corvette - At eight points more, the red/blue dice Scout variant is hard to use well (even with the Torpedo frame being difficult to fly as-is). At just three points less than a CR90A, you need a better game plan than slapping TRCs on it. Use Task Force Organa to give a swarm extremely cheap long-range dice fixing for their two (three with CF) red dice, or leverage its upgrade slots to do something the CR90/Nebulon can't.
- Task Force Organa - For just a single point, your nearby Hammerheads can exhaust each others' TFOs to gain rerolls for up to 2 dice. But, if a Hammerhead's TFO has been exhausted, it can't attack ships - which makes activation order vital, and potentially telegraphs your plan to your opponent. Increases in value the more Hammerheads you bring, and potentially suits a mixed composition of Scouts/Torpodoes using the others' TFOs at different ranges.
- Task Force Antilles - Like TFO, TFA allows Hammerheads to tap each others' titles, this time to shunt damage around like a ship-sized Biggs. Like TFO, this is best taken with 3+ Hammerheads, but unlike TFO it has less of a downside - not repairing is way better than not shooting. Pending an FAQ, the community consensus is that this can only move one damage per attack; but run it by your Tournament Organizer or opponent before the match.
- Garel's Honor - The only title suited to taking a single Hammerhead, Garel's Honor turns your rams into a much scarier threat. Note the wording - when you overlap, not when a ship overlaps you - so no, you can't park in front of a Star Destroyer, forcing it to ram you for more crits. With Dodonna, this can be absolutely hilarious - deploy on a flank, rocket up to speed three, and bump a ship repeatedly from an arc where it has weak dice and then slap it with super annoying crits; with Rieekan, you can guarantee the effect if you get within range at the end of the previous round.
Assault Frigate Mark II
The Assault Frigate's strengths and weaknesses all amount to a single factor - it's a multirole ship; a generalist that excels at relatively little but can do a lot well. Offering a dramatic step-up in health and defense token suite over the Rebellion's small ships, and with a strong variety of upgrade slots, the AF can be tooled to many different purposes depending on your need - whether its using the Weapons/Offensive slots to boost its squadron potential, or Weapons/Defensive/Turbolaser slots to function as a gunboat. Its dice are broadside-heavy and long range oriented, and with the only natural evade of a medium or large base ship, the AF excels at orbiting around the edges of the conflict throwing dice or squadrons into the mix from afar. A decent nav chart for its size, and a respectable top speed of three, allow it to position itself at long range and hopefully stay there. The release of more specialized ships over time have stolen some of its limelight, but it can still serve as the bedrock of a variety of fleets.
- Assault Frigate Mark II B - The cheaper AF offers a higher squadron value, but the same side arcs as the pricier variant, so is often taken in carrier or broadside oriented builds. As the Rebellion's best Flight Controllers platform, and the option of an offensive upgrade of its choosing and/or the Gallant Haven title, it can supercharge a squadron wing. Conversely, you can save some points off the MkII A in a broadside/Ackbar list, where you don't care about the front arc or squadron value anyways.
- Assault Frigate Mark II A - The upgunned version of the Assault Frigate gains a blue attack dice on the front, rear, and flak batteries; at the cost of a point of squadron and a whopping nine extra points. Given the price, you need a strong battle plan to justify not just taking the MkII B. This is the more natural home of the Paragon title, given the enhanced front arc; and the extra flak die can prove useful to Gallant Haven builds looking to wade into the squadron brawl. Otherwise, with the same side arcs and upgrade slots, offensive builds between the two will be similar.
- Gallant Haven - Friendly squadrons at distance 1 take one less damage from attacks. Keeps your squadrons safe from the TIE deathball that the Empire loves to throw at you. Consider using it to cart B-wings into battle, or to turn a Biggs/Jan X-Wing ball nigh immortal (note - Biggs' damage transfer is not "an attack", so only the damage the original target takes is reduced). Be careful not to either over-extend your squadrons, leaving them outside your protective bubble; or to over-extend Gallant Haven itself, leaving it ahead of your fleet and in the enemy's sights.
- Paragon - While attacking a ship you've already attacked this round, add a black die (regardless of range). Given the ship's inclination to stay at long range, getting a double arc can be tricky, and even when you pull it off one black die isn't the best reward in the world. Still, 1-2 extra damage is 1-2 extra damage, especially against an enemy that's going to try and close on you anyways.
Unfortunately, Fantasy Flight had the great wisdom to release two different ships named "MC80 ___ Cruiser". Colloquially, the wingless version tends to be referred to by the name of its box - the Home One Expansion Pack - and is often abbreviated as the "HMC80". The winged version, correspondingly, takes its nickname from the Liberty Expansion Pack, or the "LMC80". Conveniently, "Home One" and "Liberty" are also titles for their respective ships, because FFG doesn't like you.
MC80 Home One
The beefier of the two MC80s, with 15 total shields around its 8 hull; standard large ship Engineering of 4; and 2 Redirects, a Brace, and a Contain; this ship does at least one of two jobs - throwing dice out its sides, and pushing squadrons. An MC80 double arc is a painful thing to to experience, but its max speed two means it's reliant on Engine Techs and/or nav commands to avoid being flanked. As a broadside ship with long ranged dice, much like the Assault Frigate it's happiest orbiting the battlefield (or the objective) while throwing dice at long range. Its most common upgrades are Electronic Countermeasures to keep its Brace online, Leading Shots to reroll its red dice, and the aforementioned Engine Techs; and because of its low speed but powerful offense and defense, it is well suited to taking a high bid for second alongside some VCXs to ensure you get to play your own objectives and force the enemy to come to you. But the ship is strong enough that many different loadouts are viable, so don't be afraid to experiment.
- MC80 Command Cruiser - The Rebel's highest natural Squadron value of 4, and an Offensive Retrofit, makes this variant well suited to pushing squadrons. That said, it sports the same number of dice (although slightly less long range) as the pricier alternative, so its offense isn't to be underestimated even unupgraded.
- MC80 Assault Cruiser - Changes one blue per arc to red, swaps the blue/black AA for blue/blue, and replaces the Offensive Retrofit with second Defensive Retrofit. If you're going this route, it would be prudent to bring some way to reroll the inevitable blanks on your red dice shots, but too many upgrades and you'll quickly run out of points for the rest of your list, so pick your cards with care. Common uses for the double Defensive slots are (the aforementioned) ECMs, with Reinforced Blast Doors or Advanced Projectors.
- Home One - Ackbar's flagship gives other ships within range the ability to change 1 die to an Accuracy. Situationally useful, but the fact that it doesn't work on the ship it's equipped to, combined with the high price of the MC80 frame, make this a niche pick.
- Defiance - Allows you to add an additional attack die of any color when attacking a ship that has already activated this turn. Combine with some flotillas for activation padding, and this can enable you to add a blue die for Leading Shots at long range.
- Independence - Squadrons you activate can move at Speed 4, if they forgo attacking that turn. Your B-Wings can race into the action, but the cost of the title's frame, and loss of a turn's shots make other squadron-speed-increasing options competitive.
An entirely different ship to its cousin, the Liberty has more in common with a stripped-down Imperial Star Destroyer. Its very wide front arc sports a full 7 blue/red dice and five shields, but its side arcs have just 3 dice and 2 shields, and its Brace/Brace/Redirect token suite makes it hard to absorb hits coming at those side hull zones. If that's started to sound familiar, it's because this ship is in many ways a large base Nebulon B. It's not only faster than the Home One but it too can equip Engine Techs, allowing it to outrun every other Medium or Large base ship in the game - which it often needs to, because while it has the front-arc offensive of an ISD at a lower cost, it comes at the cost of being much more fragile. You don't want to brawl with ships the same size as you, you want to bully ships smaller than you; and flank, run from, or combine fire with your fleet against ships the same size as you. With a Weapons Team slot (this is usually for Gunnery Team), and the unique combination of one Ion and two Turbolaser upgrade slots, the Liberty can double down on offense and turn its front arc into something to be feared - but its low Squadron value means it usually can't do much else. The Liberty's fragile side arcs makes it a difficult ship to use well - the lack of a Defensive Retrofit means there's nothing you can to stop an Accuracy from shutting down your lone Redirect as an enemy pours damage into you, and if enemy bombers get close enough they're gonna immediately jump your tough front arc and commence killing you. You take crits relatively quickly, and an early Projector Misaligned draining all 5 of your front arc's shields makes your heart drop into your stomach. Its bundled commander, Madine, does wonders for keeping the ship out of trouble; but beware playing too cautiously and causing all of your games to end with low scores and little dead on both sides.
- MC80 Star Cruiser - More blue dice heavy, with this variant you either build it around an Ion upgrade - such as SW-7s in order to maximize guaranteed damage - or you build it like its pricier sibling but save a few points.
- MC80 Battle Cruiser: - Changing one blue die in the front and rear to red and adding a second flak die, this variant is best able to utilize the ship's double Turbolaser upgrades. Obvious combinations like the "super-drill" XI7s and XX-9s under General Dodonna, or Spinals and H-9s for raw damage increase, come to mind - but your imagination is the limit.
- Mon Karren - Limiting the opponent to just one defense token - combined with the Liberty's large dice pool's propensity to roll an Accuracy or two, this allows you to boost your damage output pretty significantly. But at 8 points, consider whether XI7s wouldn't do as good (or better) in your particular list instead.
- Endeavor - Grants a Contain token. Very useful, as it's relatively cheap, and the Liberty's weak sides mean it tends to take crits fairly easily. If non-default critical effects (eg APTs) are a major problem in your meta, consider pairing with a Damage Control Officer - but most of the time, that's an extra expense that's only occasionally useful.
- Liberty - Despite lending the ship its name, this is the most niche of its titles. Your Squadron tokens activate two squadrons instead of one; which would be more useful if you had a source of Squadron tokens that wasn't better off just resolving the dials (like a Comms Net GR-75, which already has Squadron 2 itself). Can be paired with Raymus Antilles or Commander Leia to command 4 Squadrons a turn (most importantly without any outside assistance), and you could even double down and take Flight Controllers - but at that point you're turning a front arc dice platform into a more expensive Assault Frigate. As a ship that wants to be using Navigate, Engineering, and Concentrate Fire commands at the right times, you need a very good reason to justify this title.
- MC75 Ordnance Cruiser -
- MC75 Armored Cruiser -
- Profundity - Do you ever suffer from 'if only i could get my small ship up the field without being shot' problem? Well this may be the ship for you! Rush an MC75 up the field and drop out a small ship mid game next to it, say, a hammerhead torpedo corvette to unload a buttload of black dice. Pairs nicely with Admiral Raddus on another ship so you can warp, i mean hyperspace, the profundity into the enemy flanks, AND deliver a little red (or black dice) corvette.
- Mon Calamari Exodus Fleet -
- Aspiration - If you ever thought it would be a good idea to just load all of your shields on one side and charge apeshit crazy at the enemy, this is the best title for just that. This title lest you move your shields around, great for spearheading your fleets attack. Even better if you combine with Raddus.
Flotillas follow all the same rules as other ships of their size class, with three exceptions: they cannot function as your Flagship, when a Flotilla and a non-Flotilla overlap only the Flotilla receives a damage card, and Flotillas do not count towards having remaining ships on the board when determining a winner and ending the game.
Additionally, a fleet can not contain more than two Flotillas.
The Rebellion's only current flotilla, as a small base ship with negligible or nonexistent armements, this ship exists to do some combination of three things - push squadrons (cheap Squadron 2 plus an Offensive slot), cheaply (18 points) stall activations for bigger ships, or leverage their Fleet Support upgrade slot. Most of the time, you're either resolving Squadron commands from backfield supported by a Bomber Command Center, or using Comms Net to pass tokens around; but Slicer Tools can throw a wrench into an enemy's plans - especially against their carriers. Don't underestimate how much damage a handful of GR-75s can throw into a squadron fight with two arcs of flak.
- GR-75 Medium Transports: You have no guns. One black flak to fend off squadrons, but this is as stripped down as they come. Nevertheless, 99% of the time, this is the variant you want - the reasons you take a GR-75 don't include killing ships.
- GR-75 Combat Retrofits: Upgrades the black AA to blue, and gains a single blue dice in the front and rear arcs. At a 6 point premium, you'd better have a very good reason for taking this. Sato and Opening Salvo with a Concentrate Fire command can have this ship throwing out 4 black die, which is hopefully hilarious enough to compensate for never happening and not being that great even when it does.
- Quantum Storm If you used a Nav token/dial this turn, you can perform a straight speed 1 maneuver after your movement. Allows a burst of speed or a psuedo-speed 4 for just a single point.
- Bright Hope When you take damage outside of your rear arc, you reduce the total by 1. This makes you frustratingly hard to kill - Scatter/Evade keep you safe from attacks lacking an accuracy, and Bright Hope fends off those pesky 1 or 2 dice that might get through, or those single-die bomber attacks. You still die to 5 damage with an accuracy, so don't get too cocky; but this can be worthwhile if you've taken upgrades making you a more significant target.
Rebel Squadrons 1
- X-Wing Squadron - The Rebellion's basic source of Escort, the X-Wing is a well-rounded squadron workhouse. At the Rebel standard speed 3, it brings in a hard-hitting 4 blue AA dice, Bomber allows its 1 red battery die to still be quite effective at hitting ships; and 5 hull is pretty sturdy, befitting an Escort ship. Whether you need to hit squadrons or ships, the X-Wing is a solid all around choice, and Escort means it also has a place keeping your specialized squadrons alive.
- Luke Skywalker - Over the base model, Luke gains two brace tokens, his bomber die upgrades to black, and his attacks treat ships as if they had no shields. This means Luke generally wants to bomb rather than dogfight, as putting hull damage onto a ship is much more valuable than shield damage - and if Luke rolls a crit, he can cripple an enemy ship extremely early. Pairs very well with Dodonna, as well as Yavaris/Adar. Available only in the core set.
- Wedge Antilles - Wedge gains the standard X-Wing two brace tokens, and Luke's black battery die. However, whereas Luke specializes in hitting ships, Wedge excels at dogfighting. He adds two blue dice - for six total - against enemy squadrons that have already been activated. While this turns Wedge into a wrecking ball, in order to use his ability, you need to either activate him later - giving up the alpha strike - or pair him with his best friend, Dutch. Wedge can be tricky, because sometimes forgoing the alpha strike can be the wrong choice, making him just an overpriced X-Wing.
- Biggs Darklighter - If Luke is the Bomber-oriented ace and Wedge is the dogfighting-oriented ace, then Biggs is the Escort-oriented ace. He has the standard two braces, but doesn't get the bomber die upgrade of the other two. What he does get is the ability to reduce the damage a nearby Escort is about to take by 1, and put that damage on a different nearby Escort instead. In other words, so long as Biggs is around, none of your X-Wings die until they all do. YT-1300s, with their 7 hull, make an excellent source of extra health to tap. Combine with Jan Ors, Gallant Haven, and/or Rieekan to create a squadron ball that can all but never die. Available in the Corellian Conflict campaign box.
- Rogue Squadron - This Rebel unique drops Escort for Rogue, at a 1 point premium. Doesn't get defense tokens, but useful in low squadron command fleets, or a way to cheaply upgrade an X-Wing to a unique for Rieekan. Available in the Corellian Conflict campaign box.
- B-Wing Squadron - B-Wings bring a combination of amazing bombing - rolling 1 blue and 1 black against ships - with high hull, no Heavy, and a strong 3 blue AA attack. However, at speed two, they are nothing short of "slow as hell", and can easily find themselves out of position and either missing turns of bombing, or ineffectively chasing enemy ships all game. Using B-Wings well means using great care in placing them during deployment and making sure you have the squadron commands to keep them moving and shooting, but their low speed can be mitigated by certain upgrades (All Fighters Follow Me!, Independence, Fighter Coordination Team, Rapid Launch Bays, etc), or by placing them such that your opponent's ships land on them, keeping them in the ship's front arc. Otherwise, their fantastic dice make them great defensive bombers, and they're perfectly competent at shooting their way through an enemy fighter screen. Three B-Wings activated by Yavaris throw out up to 18 damage, which will make even the biggest ships think twice about approaching. But if you want faster bombers or more total hull for your points, look to Y-Wings or Scurrgs instead.
- Keyan Farlander - King of bombers, he comes with not only best-in-class two black bomber dice, but he can also reroll his attack dice against hull zones with no shields. Because he wants to hit hull as soon as possible, he pairs with Norra Wexley and Y-Wings; aside from that, he's just a B-Wing with two braces, so the same usage applies - be wary of his low speed, and enjoy rolling 4 damage into a ship from a single squadron.
- Ten Numb - Following the same pattern as the X-Wings, the other B-Wing ace focuses on the ship's dogfighting abilities rather than its bombing power. Upgrading one of his blue AA dice to black, Numb gains the incredibly powerful ability to spend a blue die with a crit (note: spend, so you remove the die from the pool - it's not a critical effect) to deal 1 damage to every enemy squadron at range 1 of the target (note: the target does count as "at range 1 of itself"). Almost like a Rebel Mauler Mithel, combined with Toryn Farr for rerolls or Yavaris for a second shot, Numb can deal absurd amounts of damage with hot dice. Once again, beware his low speed leaving him out of position. Available in the Corellian Conflict campaign box.
- Dagger Squadron - A defense tokenless B-Wing with one blue AA die upgraded to black, and Swarm, for just an additional point. Not terribly useful, but cheap. Commonly overlooked, but does benefit from Lieutenant Blount's ability. Available in the Corellian Conflict campaign box.
- Y-Wing Squadron - Faster and more resilient than B-Wings, but with poorer attack rolls. Their poor attack dice and Heavy makes them pretty pathetic dogfighters, so keep them on-target bombing enemy ships and bring somebody else to do the killing - although they have the most hull per point of any rebel squadron, so as long as they have a source of intel giving them shots, they don't mind getting hit by flak or fighter attacks too much.
- Dutch Vander - Dutch ups the frame's meager AA to a decent three blue, gains two braces, and a special ability - any squadron he deals at least one damage to becomes activated, or takes an additional damage if it was already activated. The ability to prevent enemy squadrons (particularly aces) from activating at all can be huge, especially if you've got Yavaris/Adar to do it more than once, and/or Wedge to leverage it for huge damage.
- Norra Wexley - Once again, Norra is the bombing focused ace. Identical statline to Dutch, but trades his ability for giving every nearby bomber (including herself) a crit effect - the defending hull zone loses one shield. This is equivalent to one flat damage added to every bomber roll that has a crit until you start hitting hull, so she gets better the more bombers you have around her. Available in the Corellian Conflict campaign box.
- Gold Squadron - For two points, trades one black bomber die for two blue. Same maximum damage, no defense tokens, but better average damage and benefits more from Toryn Farr or Norra. Plus the usual bonus of qualifying for Rieekan. Available in the Corellian Conflict campaign box.
- A-Wing Squadron - Torpedo tubes strapped to a giant rocket. Speed 5, but only 4 hull; strong three blue AA, plus a black battery die making up for no bomber, so they still do decent damage to ships. Their Counter 2 means as often as not they die in a blaze of glory, taking the attacker with them. While they one have fewer offensive dice than the X-Wing, they end up with one more on net if the target shoots back.
- Tycho Celchu - Tycho gains the coveted A-Wing defense token suite of a brace and a scatter, keeping him alive a bit longer and (hopefully) causing opponents to take more damage from Counter than they dealt with their attack. His ability enables him to move or shoot ships even while engaged, so he can never be locked down - once he gets down to low health, don't be afraid to just pull him out of the fight to avoid giving away his points. Usually the first squadron added to a Sato list.
- Shara Bey - Same statline and tokens as Tycho, but while Tycho's ability lets him bug out of a fight, Shara wants nothing more than to dig in. Her Counter is boosted to 3 dice, and on the Counter, her crits add damage - so, yes, her counter is actually deadlier than her normal attack. With her Scatter, Shara can earn her points back and more while shrugging off the incoming damage - but she's still a fragile A-Wing, so restrain your urge to over-extend her and throw her at the entire enemy fighter screen. She and Tycho are often the core of a minimal fighter screen, leveraging their scatter to merely pin down an enemy force while their ships kill the carriers. Available in the Corellian Conflict campaign box.
- Green Squadron - Downgrades to Counter 1, gains Bomber, no defense tokens, costs an extra point. Compared to a Y-Wing, this is a much faster but less durable one-of alternative. Available in the Corellian Conflict campaign box.
Rogues and Villains
- YT-1300 - Tough as nails, but slow as snails. Runs the same price and same Escort as an X-Wing, but down one AA die, no bomber, 7 hull, and Counter 1 means it's more defensively oriented - but it's constrained by a top speed 2. If you have a way to speed them up, don't mind holding your forces back until they move in, or mix in some X-Wings so someone is holding down the fort until they show up, they're stubbornly hard to kill and throw out tons of Counter dice as they gradually go down.
- Han Solo - The Falcon is a completely different beast under the hood. Faster, much stronger offensively, but ditches the YT-1300's stock abilities for two braces, Grit, and Rogue; so he's hard to pin down and can operate independently. And thanks to Han's special ability, he can choose to activate move at the beginning of the Ship Phase instead, which means he always shoots first. All of this is great, and Han's offensive dice are some of the best you could ask for, but he comes in at a whopping 26 points - the third most costly in the game, and making him almost a small ship in his own right. Ultimately, Han is a very powerful single activation, but does less damage than the two X-Wings you could've taken instead; and for two points more you could take Hera, gain a hull, and trade shooting first for giving two friends Rogue, so his uses are limited.
- YT-2400 - Fast, lots of hull, four blue AA dice. No bomber, but a black battery die. And, to top it all off, Rogue. This package means the YT-2400 can do everything, and it can do it without squadron commands. If you've got a fleet that doesn't have or can't spare many squadron activations, a wing of these can fly around and kill things all on their own - at the cost of being fairly pricey, and always giving up the alpha strike to activate during the Squadron Phase.
- Dash Rendar - Adds Bomber, Brace tokens, and rerolls based on how many ships or squads he's tangled up with. Otherwise, use like the non-Ace version.
- HWK-290 - Intel. You want this to keep your bombers bombing, or your squadrons flying around. Aside from that, it's a pricier A-Wing with worse speed and dice; you're here for Intel.
- Jan Ors - Jan improves the HWK-290's dice to A-Wing level, but more importantly she gains two brace tokens and allows nearby friendly squadrons to use them when they're defending. Not only does this keep your generic squadrons alive, but even your aces can occasionally use the help, as Jan's tokens can't be targeted by accuracies when she's not the target of the attack.
- Scurrg H-6 Bomber - For two points over a B-Wing, Scurrgs improve on their biggest weakness - by jumping up to speed 3. They also gain an additional point of hull, as well as Grit. But in return, they gain Heavy and lose a blue AA die. If you want B-Wing dice at speed 3 and don't want to take a Pelta or another way of speeding them up, these are your solution - they still bring more punch per point than Y-wings, but they can't fight their way out of a paper bag, so bring them some support.
- Nym - Trades Grit (and Heavy) for Rogue, gains a pair of Braces, and most importantly, when attacking a ship, he gains a blue crit effect that discards an enemy defensive token of your choice (note: the timing on critical effects means this goes off after the enemy gets to spend their tokens, so they can still brace/scatter/etc Nym's attack). At a full 21 points, two Y-Wings would do more damage for less, so if you're going to bring him invest in Yavaris, Toryn Farr, or some other way to make getting off his crit more likely; and have a combat ship that can take advantage of that ISD losing its brace turn two.
Rebel Squadrons 2
- Z-95 Headhunter Squadron - If you've ever looked at a TIE Fighter and thought "man, these are cheap and disposable, but let's go even further", then this is the squadron for you. At just 7 points, these are point-for-point the highest damage output squadron that Rebels can bring to the table. At just speed 3 and 3 hull, they're going to die to an alpha strike before ever getting to roll that attack. Their 3 red AA dice mean they will very, very rarely roll a hilarious 6 damage, but most often they're gonna hit like a wet blanket, so make sure to gang up on enemies to activate their Swarm ability. Unfortunately very hard to properly swarm with, as - unlike Imperial TIE Fighters - they're only available two at a time in the Rebel Squadrons 2 box, so get ready to either pay out the nose or borrow from a friend. If you're gonna bring them, strongly consider bringing some Escorts as well, and try to keep them away from enemy flak.
- Lieutenant Blount - A Z-95 that gains the coveted Brace/Scatter token suite, his only other improvement is that he grants other squadrons with Swarm an additional reroll. If you can buy/borrow/steal a dozen Z-95s, throw Blount in to help alleviate their swingy dice. Two YT-1300s, Blount, and 4 Z-95s is just 68 points, but if you take that fighter screen and lose, you can only blame yourself.
- E-wing Squadron - For two points over their less cutting-edge siblings, E-Wings take the X-Wing statline and bump it up to speed 4, trading Escort for Snipe 3. As using their Snipe costs you a die over their normal attack, and they have a higher speed than X-Wings anyways, their Snipe is useless as often as not. While it gives them more flexibility, and allows them to hang back from the fight when necessary, two points is a high price to pay for that benefit. Rather, Snipe is best suited - as the name implies - for picking off high value targets, such as Rhymer or Dengar, from within a ball of Escorts or otherwise offensive squadrons. Ignoring Counter can also be situationally useful, but the moral is, E-Wings are usually best splashed one or two into a list, rather than fielded in large numbers. Can be good with Sato, shooting from afar while sitting near enemy ships.
- Corran Horn - E-wing with two Braces and Rogue, that can Snipe with all four dice. Not bad, but compare his 22 point cost with the equal Snipe 4 available to the Empire on the 12 point Saber Squadron, and you'll see why he's a niche inclusion.
- Lancer-class Pursuit Craft - Well rounded squadrons, whose low hull and high price make them challenging to use well. As good at bombing as Y-Wings, as good at shooting as most anything but X/E-Wing and YT-2400s, a very nice speed 4, and with Grit and Rogue they can operate independently and shake off an opponent who spreads his fighters too thin. Compared to YT-2400s, they've got 1/3 less hull and worse AA, but gain Bomber and Grit for a point less - so they could be considered a more bombing-oriented alternative. Unfortunately, their low hull makes it tough for them to weather enemy flak, and their high price leaves them comparing unfavorably as dedicated bombers to Y/B-Wings or even Scurrgs. If you bring them, make sure to protect them.
- Ketsu Onyo - Ketsu improves the Lancer's battery to 2 blue dice, and gains the Brace/Scatter combo. For 22 points, she also brings the ability to reduce all engaged enemy squadrons' speeds by 2, to a minimum of 1. If killing the enemy's intel isn't an option, Ketsu allows you to keep them in one place - most Rebel squadrons find themselves at an absolutely miserable speed 1, although for the Empire, TIE Bombers and TIE Defenders are less inconvenienced.
- VCX-100 Freighter - Relay and Strategic. Activate squadrons while the carrier - a flotilla, maybe Yavaris - sits either comfortably out of harm's way, or allowing your squadrons to extend further; and/or move around objective tokens, potentially maximizing your value - or minimizing the enemy's - from the objective being played. Compared to the Imperial equivalent, its speed and offensive are effectively the same, and both have Heavy, but the VCX gains an additional 2 hull at the cost of only offering Relay 1. Adding a source of rerolls, such as Toryn Farr, gives it a leg up on its counterpart; but most of the time, if you're bringing one, you're bringing two.
- Hera Syndulla - As the most expensive squadron in the game, Hera supercharges the VCX's offensive, while gaining both Grit and Rogue. More importantly, she gains the ability to grant Rogue to two nearby squadrons, allowing Hera and two friends to fly around the table causing problems. In a lot of ways, she can almost be thought of as a GR-75 that's harder for ships to kill and with better flak.
Gladiator Star Destroyer
The Empire's knife (or axe) -fighter, the Gladiator combines a deadly black dice payload with a nice variety of defense tokens and the upgrade slots to amplify its attack. While it has a few red dice, it lacks the upgrade slots to do anything with them (eg a Turbolaser slot for H-9s), so you're best off not relying on them. Squadron 2 means it can help push TIEs in a pinch, but most of the time you're gonna be taking Demolisher with Ordnance Experts, APTs or ACMs, and possibly an Intel Officer to make up for your lack of Accuracy tech. While it tops out at Speed 3 and has a mediocre nav chart, it's two yaw at Speed 1 make it a great candidate for Engine Techs (especially helpful for lining up double arcs). The safest way to get off its attack is to bid for first, store up a nav token, and move up after the target has already activated.
- Gladiator I-Class Star Destroyer - The "default" variant, this is the one you should usually be fielding.
- Gladiator II-Class Star Destroyer - The upgunned version of the Gladiator, changing one die to red in each side and gaining a second blue AA die. The red dice are arguably a downgrade, given the ship's role; but the extra AA die can be very useful - unfortunately, you're paying 6 points for the package.
- Insidious - Black dice can be used up to medium range when your ship fires at the rear hull zone of an enemy ship. This is a situational pick, since most cases where you can get into medium range behind your target, you could've also gotten into close and been largely safe from harm.
- Demolisher - You can perform one of your attacks after you execute your first maneuver (note: nerfed by errata from the original card). It cannot be understated how much of a difference this makes. For ten points, this can massively change the way you plan your tactics and position with this ship. Bear in mind this attack is still subject to the normal rules, so you cannot fire from one arc, move, then fire from that arc again. But either way your threat radius for the vessel expands remarkably - and if you have first player, you can move, fire, activate, and fire twice more; reducing all but the toughest targets to dust. Most of the time that you're fielding Gladiators, one of them should have this title.
FFG's own original contribution to Star Wars canon, the Raider can be built as either a close range brawler, with Ordnance Experts and External Racks; or as an anti-squadron escort, with Ruthless Strategists, Flechette Torpedoes, and Agent Kallus. Similarly priced to the CR90, and sharing its max speed and double evades; but where the CR90 is a long range skirmisher with good maneuverability at high speeds, the Raider has amazing turning at low speeds, but is mediocre when flying fast. With a Brace instead of the CR90's Redirect, the Raider can take a surprising amount of pain, but can't afford to get attacked repeatedly in the same arc. A difficult ship to use.
- Raider I-Class Corvette - This variant is a bit like a cheaper Gladiator, slightly more fragile and a similar front arc, with weaker sides in exchange for an Offensive Retrofit and better flak.
- Raider II-Class Corvette - Changing one black from the front and AA for blue, and swapping with an ion cannon upgrade slot. In practice, black dice is what the Raider does best, and this has less of them. If you're going to bring it, have a plan to leverage its Ion slots, and consider using the Offensive Retrofit for Disposable Capacitors.
- Impetuous - A free shot at a single squadron in range after you do your normal shots. If you're taking the full Kallus/Ruthless/Flechettes/Ordnance loadout, this doubles your ability to nuke an enemy ace.
- Instigator - Enemy squadrons at distance are engaged as if there were two squadrons nearby. Keeps enemies from leaving - as it bypasses Intel or Grit - but doesn't prevent bombers from hitting you unless you have squadrons engaged with them as well.
The Arquitens is unique among Imperial ships in that it goes against nearly every trait that Imperial ships share. It's a small-base support ship that wouldn't be out of place among the Rebellion with broadside arcs firing 3 red dice, it's rear arc of all things is the widest in the entire game, a defensive token suite that's geared towards long range survivability, and it's the first Imperial ship to come with Defensive Retrofits as a standard option with both variants. The titles that it comes with are geared towards fleet support rather than combat and it is bundled with not only a great Commander (Moff Jerjerrod) but perhaps the most useful and cost-effective Defensive Retrofit in the entire game (Reinforced Blast Doors). While it's not as fast as the CR90 and the movement profile is... odd, it does provide the Empire with a much needed boost in long range harassment at a competitive point cost.
- Arquitens-Class Light Cruiser - The basic version and the one most often seen, the Light Cruiser's black die in the front and rear should be considered a last resort in nearly every situation.
- Arquitens-Class Command Cruiser - The black flak and front/rear dice are swapped with more respectable blue dice, but this upgraded variant also gains a Support Team slot and an additional Squadron command point. However, these tend to be a bit redundant with the inclusion of either of these titles.
- Hand of Justice - Upon activation but before revealing a command, this card may be exhausted to allow another friendly ship at range 1-5 to ready one defense token. Do note that this means that Hand of Justice may not ready it's own tokens, nor may it bring back a discarded token.
- Centicore - Essentially, Centicore turns an Arquitens into a Relay 2 ship. This lets a vulnerable Gozanti stay safely away from combat while still providing fighter support with a Squadron dial.
Victory Star Destroyer
- Victory I Class Star Destroyer - What you get right out of the core box. Has hull, command, squadron and engineering points out of the wazoo so it makes a good centerpiece for your forces, as well as having 3 Shields on the front and side arcs. The problems with it are obvious though, it steers like a cow and plods along like it just doesn't care, so if it gets out-maneuvered it could be in trouble as it's shielding on the rear is only one point strong. It also suffers from a range imbalance with its weapons, having blacks mixed with reds, meaning it is fantastic at short range, but poorer at medium>long ranges, comparable to the Rebels Nebulon B frigates at those distances. It's also not that fantastic at dealing with enemy squadrons, having only a single blue dice, but that's why you've got TIEs.
- Victory II Class Star Destroyer - the upgraded version improves the firepower considerably, replacing those black dice with blues, giving the Victory I an impressive presence out to the medium range. Don't expect to use the front arc very often, but six dice at medium range is scary enough you can just swivel it to deny entire regions of the board.
- Dominator - You can reduce up to two of your shields from any of your hull zones to add that many blue dice to an attack. This becomes a risky venture, particular if it's early in the game since you have to explicitly order your ship to get those shields back. Though you can find use for it late game if you know you can demolish an enemy ship in a single barrage of firepower, and you won't have to worry about reprisals. Available only in the Core Set.
- Corrupter - Rebels look at this with envy. When you issue an order to Bombers, they increase their speed by one. If you've got TIE bombers, then you'll want this as it increases your reach and allows you to better exploit openings in your enemy's fighter screens. Combine with Rhymer and your bombers now have an obscene alpha strike radius. Available only in the Victory-class Star Destroyer Expansion Pack.
- Warlord - Can be helpful, when you attack, you can replace a single "accuracy" result with a "hit" result instead. So if you have a bad roll and end up with more accuracy than you require it allows you to do more damage. This also applies to anti-squadron shooting, where those accuracy results do sweet FA. So in essence the Warlord is more reliable. For those red dice, it CAN turn accuracy into double hit. Consider Sensor Team for reliable two damage on one of your anti-ship shots. Available only in the Victory-class Star Destroyer Expansion Pack.
The second medium sized starship available to the Imperials. We'll get to its Experimental Retrofit later, but on its own it is comparable to the Victory Star Destroyer: It is still slow, but is more maneuverable; it has one more die on its broadsides, but one less shield on its sides; It has one more hull point, Engineering point and it has access to the Contain defense, but has one less Command and Squadron point. It's not really there to act as a centerpiece for your fleet and will generally lose a straight up fire-fight with Rebel ships of similar size. But is a potential game-changer for how it can screw with your opponents due to its ability to take "Expermental Retrofit" upgrades which generally influence the way ships get deployed at the start of the battle, or can decrease enemy speed or force re-rolls on enemy attack dice.
- Interdictor Suppression Refit - The primary version comes with two Experimental Retrofit slots so you can get maximum use out of your gravity messing abilities.
- Interdictor Combat Refit: - The more expensive of the ship types swaps a blue dice in the front/side arcs for a red dice. Giving it more bite at longer range, which is good because you don't want this thing attempting to duke it out with capital ships. It also gains an extra black dice for anti-squadron fire. However, it loses one Expermental Retrofit upgrade slot so despite the "improvements" to the design, you might be better suited going for the Suppression refit unless there is only one upgrade card you really want, or you're playing a really small game and this is going to be your flagship.
- Interdictor - This cleverly named (presumable it's the name of the lead ship of the class), three point, title allows you to exhaust the title card itself when you activate the ship in order to ready any upgrade card. That means you can generally use your Experimental G-8 Projector or your Targeting Scramblers twice in a given turn, but it also applies to any limited-use upgrades that you may take. You can also use it to ready cards that your opponent has forcibly exhausted through use of things like Ion Cannons, so this is definitely a tricky little number that can get your opponent scratching his head.
Quasar Fire Cruiser-Carrier
The Quasar Fire is a purpose built carrier, incredible at pushing squadrons and not much else. For the price of two floatillas the Quasar Fire can activate up to 6 squadrons at once and allows other Imperial ships like ISDs and VSDs to focus on pure damage dealing. However, this comes at the cost of being a true combat vessel itself for the Quasar Fire has not many attack dice out of awkward firing arcs and just a Brace and a Redirect to defend with. Leveraged properly though, this ship easily makes up for that with swarm after swarm of TIEs nearly every single turn.
- Quasar Fire I-Class Cruiser-Carrier - Some ships are simply built for certain upgrades, and the Quasar Fire I is built for Flight Controllers and Boosted Comms. This leaves the second Offensive Retrofit free for either Expanded Hangar Bays for that natural 5 squadron push or Disposable Capacitors so it can actually do something with those all blue dice arcs.
- Quasar Fire II-Class Cruiser-Carrier - The Quasar Fire II is where things get interesting. It has actual red dice so it can throw a few attacks in here and there without being too exposed, but it also upgrades the original blue flak die with the first red flak in the entire game. This paired with Agent Kallus and Ruthless Strategists means that a Quasar II can devastate fighter ace fleets with shocking effectiveness while still boosting its own squadrons with Flight Controllers.
- Stronghold - An analogue for Gallant Haven. Stronghold obstructs any friendly Swarm squadrons at close range when they are defending. A good title, but remember that Quasar Fires do not want to be too close to the action most of the time.
- Squall - A godsend for speed 2 YV-666s, Squall acts like a souped-up Fighter Coordination Teams that activates on ship activation rather than movement. Fighters that are moved using Squall cannot end their movement engaged, but having up to 3 heavy hitting bombers move that much closer to their target before properly activating them can change entire battles around in your favor.
- Pursuant - Pursuant should be considered a default title. At just two points, the ability to activate 4 (or 5 with Expanded Hangar Bays) squadrons at any time is huge. The text does say "Treat this command as if you spent a Squadron dial" so it cannot be combined with another squadron dial nor can squadron tokens be used. Despite this, Pursuant gives Quasar Fires much needed strategic flexibility and can make the difference if they need that desperate repair or navigate dial.
Imperial Star Destroyer
The Empire's iconic Star Destroyer. The ISD has it all - speed 3, a devastating and heavily shielded front arc and strong side arcs, strong defenses, a full 11 hull, and the ability to adapt to any role the Empire needs filled - from a long range Turbolaser platform, to a close-range black dice brawler, to a dedicated squadron pusher - while still being able to contribute in every other area when need be. With the release of the Chimaera Expansion, the Empire's namesake vessel will have no fewer than four different variants, offering the most versatility of any ship in the game. But as an expensive ship, be careful not to overspend on upgrades - leaving the rest of your fleet ineffectual or leaving the enemy just a single target to focus down - and take care in setting your commands or supporting the ship with tokens, lest you dial in too many Squadron commands and fly into a poor position, or find yourself Concentrating Fire when you instead needed to be Engineering.
- Imperial I-Class Star Destroyer - With two Offensive Retrofits and Squadron 4, this is the Empire's alternative super-squadron-pusher to the Quasar. While that ship comes in at a much lower price, the ISD-I brings the stats of an ISD to the table, allowing it to support its squadrons by smashing the enemy's carriers directly (or forcing them to keep their distance from its front arc and play defensively). At just two points apart, whether the I-Class or the Kuat Refit makes the superior black dice brawler will depend on the specific upgrades slots you want to fill.
- Imperial II-Class Star Destroyer - Half Turbolasers, half Ion Cannons, the II-Class embodies the well-rounded nature of the Imperial Star Destroyer. With Squadron 4, an Offensive Retrofit, and 2 blue flak, it can be a powerful carrier in its own right; with Weapon Team, Ion Cannon, and Turbolaser upgrades, it can rip apart enemy ships at medium range; and with the same Offensive Retrofit/Weapon Team pairing as on every ISD, it can sport a boarding team to cripple vital enemy ships. Depending on your needs and spare points, it can do some degree of all of those things at once.
- Imperial Star Destroyer Kuat Refit -Comparable to the ISD-I, but losing two points of Squadron, the Turbolaser upgrade, and one of the Offensive Retrofit, while gaining an Ordnance upgrade and Defensive Retrofit. In addition, the dice composition in the side and rear arcs changes slightly, notably changing one die in the sides to blue, allowing them to leverage Ion Cannon upgrades like Leading Shots.
- Imperial Star Destroyer Cymoon 1 Refit - Focusing on red dice, the Cymoon Refit loses one total die in the front arc to bring 5 native red dice to bear, as well as sporting dual Turbolaser upgrades to maximize their effectiveness. While it lacks the Ion Cannon upgrade usually used by the similarly-equipped MC80 Liberty for Leading Shots, it gains the Fleet Command previously unique to the Pelta. Speed 3 YV-666s, regenerating Arquitens, or Raiders jumping speeds 2 at a time, all on the Empire's sturdiest platform.
- Devastator - For ten points, each defense token you've discarded adds 1 blue die to your front arc. A way to up your raw damage or secure Leading Shots at long range, the hardest part is actually losing your defense tokens in the first place - you can spend them all on every attack, but you have to take those attacks first. Discarding your Contain the first time you take two attacks is an easy way to score the bonus, but take care not to regret giving away your Brace or Redirects if you do so. (Fun fact- this was the Star Destroyer that was pursuing the Tantive IV in A New Hope.)
- Avenger - When this ship attacks, your target cannot use exhausted defense tokens. This can force your opponent into difficult choices, where they sit on defense tokens they'd rather spend, because there's a deadlier shot coming at them from Avenger later in the turn. There's three ways to activate Avenger: hit the opponent with another threat first (such as Demolisher, or even Avenger's side arc); use an effect that allows another ship or squadron to exhaust the opponents tokens, like a Sloane TIE Fighter or a Raider with Overload Pulse; or equip Avenger with Boarding Troopers and spend them yourself. The latter is the easiest to pull off, as it has the fewest moving parts to coordinate, but as it deprives you of a Gunnery Team and telegraphs your intentions, you need the right fleet to support it.
- Relentless - Reduces the number of command dials you must assign to your ship by 1. This makes your ship much more responsive, and comes in fairly cheap; giving you the reactivity of a Gladiator or Arquitens while preserving your ability to store 3 command tokens. Paired with the 1 point Skilled First Officer, you can change your plans on a dime - setting a command, discarding the top command and using the dial you just set, and then choosing both new dials next turn.
- Chimaera - Any frame other than the Cymoon can take on the title of Thrawn's flagship to gain a Fleet Command upgrade slot of its own. But Thrawn's adaptability allows the Chimaera to swap out the chosen upgrade for any other at the start of the Command Phase, allowing you to use Entrapment Formation to speed up to engage, Concentrate Firepower the next turn while engaging, and then swapping again to Shields to Max to repair the return fire. Pair Thrawn's flagship with the Grand Admiral himself, and your whole fleet can double-down on those pivotal turns; or ignore the latter ability and just take the title for a Fleet Command on a Kuat Refit.
- 7th Fleet Star Destroyer -
- Sovereign -
Super Star Destroyer
The giant Star Destroyer made famous in its appearance in Return of the Jedi, and also the first Huge ship in Armada. Even slower than the ISD, but armed to the teeth and extremely durable even before factoring in the extra abilities it gets by being Huge.
- Star Dreadnought Command Prototype- The cheapest Super Star Destroyer variant at "only" 220 points unupgraded, but still comes with eight attack dice (four red and four blue) from its forward firing arc, six ship tokens, a hull value of twenty-two, and nine upgrade slots, making it more than enough to be the centerpiece of any Imperial force.
Flotillas follow all the same rules as other ships of their size class, with three exceptions: they cannot function as your Flagship, when a Flotilla and a non-Flotilla overlap only the Flotilla receives a damage card, and Flotillas do not count towards having remaining ships on the board when determining a winner and ending the game.
Additionally, a fleet can not contain more than two Flotillas.
- Gozanti Class Cruisers: Your first flotilla of smaller-than-capital-ships. Not quite as manoeuvrable as the rebel GR-75, but you at least get some guns to defend yourself with, with a blue on the front and sides. As a flotilla, you get the 2 Squadron score and the fleet support upgrade, so this is the cheap way to deliver TIEs to "tie up" enemy squadrons trying to Outflank your own ships, but don't think you can pretend to play like Rebels, as a small handful of fighters will not influence the game as much as your capital ships.
- Gozanti Class Assault Cruisers: swap the front blue for a red, and the anti-squadron black for a blue, giving you more range on your weapons. Only worthy of the upgrade if you have the points to spare as your flotillas are squadron delivery vehicles and not meant to slug it out with enemy capital ships. If your flotilla doesn't have squadrons nearby it will be a dead flotilla, the added range does little to help you when a single attack dice is unlikely to get past any capital defenses tokens.
- Vector - When you activate a squadron without the Heavy rule (pretty much anything not a TIE bomber) you add +1 to its speed value. Makes your TIE fighters that much more responsive and increases their threat range.
- Suppressor - Enemy ships that move to distance 3 exhaust a defense token. Slicer Tools and some fancy flying can really screw with your opponent's plans.
Imperial Squadrons 1
- TIE Fighter Squadron - Speed 4, Swarm, 3 hull, 3 blue dice, 8 points. Unlike the Rebellion's multi-role X-Wing, the TIE Fighter has just one job, and - move in fast, hit hard, and try not to explode. Leverage your speed and price to alpha-strike targets and bring them down before they get to shoot back. TIE Fighter aces gain the valuable Scatter/Brace token combo, dramatically enhancing their survivability.
- Howlrunner - For the price of two TIE Fighters, Howlrunner grants an extra die to attacks made by other nearby squadrons with Swarm. Pretty straightforward - throw her into a bawl of TIEs, try to keep her in the back, and consider tossing in an Escort, because she will be a prime target. Activate the TIE ball with Flight Controllers, and they're throwing two extra dice. Her ability also affects Counter attacks, meaning Howlrunner plus Dengar boost Interceptors to a ridiculous Counter 4. Available only in the Core Set.
- "Mauler" Mithel - After Mauler moves, every engaged squadron takes 1 automatic damage. Great against aces relying on tokens to stay alive, combos well with a source of Intel to keep him moving around. You're flying 3 hull TIEs, so you should know first-hand how badly 1 damage against every squadron at range 1 could hurt.
- Valen Rudor - Upgrading his blue AA to black, Valen turns anyone around into his own personal Escort - he cannot be attacked if the enemy is engaged with another squadron. This affects Counter, too, so shoot those A-Wings with immunity. Available in the Corellian Conflict campaign box.
- Black Squadron - A unique squadron without defense tokens, for one point more than the regular TIE, Black Squadron loses swarm and picks up Escort and Counter 1. The cheapest Escort squadron currently in the game, upgrading a TIE to Black Squadron can keep Howlrunner or Mauler Mithel alive for that one vital extra attack, at the lowest price other than free. Combine with Dengar and/or Howlrunner, and Black Squadron will also make the enemy hurt on its way down. Available in the Corellian Conflict campaign box.
- TIE Interceptor Squadron - A TIE Fighter with an extra point of speed, an extra blue die, and Counter 2 - for just 3 points more. Not only more deadly, but also extracts a price from every squadron attack that comes their way. But at the same 3 hull, you're paying a higher price for a squadron that's just as likely to die to a stiff breeze- so to get the value out of those points, use their enhanced speed, and try not to fight within range of enemy flak. Just like the TIE Fighter, Interceptor aces gain the coveted Scatter/Brace defense setup.
- Soontir Fel - If a squadron he's engaged with makes a non-counter attack targeting any squadron but him, it takes one damage. Surround him with Escorts to have your enemies kill themselves, or use him as an escort to dissuade your opponent from shooting more important squadrons for fear of his effect.
- Cienna Ree - You are always obstructed while defending. Goes a long way to alleviate Interceptor's low hull - most ships can't attack you, most Counter rolls 1 die against you, and squadrons are that much less likely to roll the accuracy to bypass your scatter. Available in the Corellian Conflict campaign box.
- Saber Squadron - The Interceptor's tokenless unique gains Snipe 4 for just one extra point. You can sit in the back, safe from harm, and throw dice into the squadron brawl from afar - or take down important targets protected by Escorts (especially if Jendon happens to be floating around). Snipe bypasses Counter, and a double-tapping Saber Squadron can take out that annoying generic Intel squadron as often as not. Available in the Corellian Conflict campaign box.
- TIE Bomber Squadron - Just as fast as regular TIES, but with the hull strength (and defense tokens) of an X-Wing. Unfortunately the have no other purpose than to be capital ship hunters. They have Heavy much like Y-Wings, so your opponent can just ignore them or trap them in engagement if he was so inclined, and they only roll one dice against squadrons, so they don't have a great damage potential in a dogfight. Keep a source of Intel nearby, and let them shoot at ships like they were built to.
- Major Rhymer - Rhymer and everyone around him get to shoot ships at close range, rather than range 1. Suddenly a TIE bomber blob looks like a threat similar to a Gladiator Star Destroyer all by themselves. (Note: nerfed by errata from the original card.) The enhanced threat range can keep you safe from enemy squadrons, sitting under your own flak and denying a huge area of the table.
- Captain Jonus - Grants a source accuracy results to friendly ships attacking enemy ships he's near. Can make it that much easier for your ships to crack the enemy's carriers, while you sit within bombing range of them anyways. Available in the Corellian Conflict campaign box.
- Gamma Squadron - The tokenless TIE Bomber unique loses Heavy, and gains Grit. Not altogether too useful, since the rest of your bombers need Intel even if Gamma Squadron doesn't, but only costs a point more. Available in the Corellian Conflict campaign box.
- TIE Advanced Squadron - Combining the speed and firepower of the TIE Fighter, trading Swarm for the hull and Escort of an X-Wing. The black anti-ship die means Advanced are surprisingly decent at hitting ships, even with Bomber, but the reason you brought them was to keep your squishy TIE aces or Intel in one piece.
- Darth Vader (TIE Advanced) - Vader adds a black die to the Advanced's AA, and his ability causes crits to add a damage to the attack, making him basically as good as a TIE Bomber against ships and making his AA shots much more lethal. Unfortunately, the target this puts on his head combined with his high price tend to give him a short life expectancy.
- Zertik Strom - Zertik switches all his AA dice to red and gains the ability to re-roll his attacks by causing 1 damage to a nearby friendly squadron (this should be a Bomber or an Advanced, not one your fragile Interceptor aces). A strange squadron, Zertik has the effective firepower of a TIE Fighter using Swarm at the cost of hurting your own squadrons for the re-roll. Fairly cheap, at just 3 points over the base model, Zertik does bring his brace tokens to bear and retains his Escort duties. Available in the Corellian Conflict campaign box.
- Tempest Squadron - The tokenless Advanced costs an extra point, and gains Bomber. At just one extra point, is justified virtually any time you were bringing an Advanced to protect a Bomber wing. Available in the Corellian Conflict campaign box.
Rogues and Villains
- Firespray-31 - The Firespray carries 2 blue Bomber dice, plus the speed 3, 6 hull, and 3 blue AA necessary to fight its own way to the enemy if need be. But the big pickup is Rogue - for the price of 2 TIE Bombers but less average damage, you get a great Bomber and competent fighter that doesn't need squadron commands.
- Boba Fett - Boba gets a deadlier arsenal, double Brace tokens, and the ability to put 1 damage onto a nearby ship or squadron when he activates. (Note: for ships, this goes onto a hull zone of the target's choice - not directly onto the hull automatically.) At the price of almost 3 TIE Bombers, he's a hard purchase to justify.
- Jumpmaster 5000 - The Empire's source of Intel, the Jumpmaster keeps your bombers bombing, or your fighters repositioning. Other than that, it's not going to be killing a whole lot, and its hull is low enough to put it at risk of being one-shot without Escorts.
- Dengar - While he comes in at almost double the cost, Dengar ups the ship's offense to respectable levels, bears the fantastic Scatter/Brace defenses, and grants all your nearby squadrons +1 to their Counter (bringing it to Counter 1 if they lacked Counter previously). And yes, this stacks with Howlrunner, to give all your Escorts Counter 2. Even if you're not going for the Counter stacking, the addition of a Scatter alone to keep your source of Intel alive can be worthwhile.
- Aggressor Assault Fighter - Almost the same ship as the YT-2400, but trading a point of speed and hull for Counter 1. For the same price you could have the much better TIE Defender instead, but possibly worth bringing if you've got a shortage of squadron commands.
- IG-88 - Revs his engines all the way up to speed 5, brings his Counter up to 2, gains a Scatter token - the highest hull Scatter in the game, although no second token - and he ignores Escort and Counter when attacking. At 21 points, he's a fast and independant ace-hunter that rolls half the dice two Interceptors would bring instead.
- YV-666 - A slow, stupidly tough heavy fighter, both in the sense of rolling strong dice and having the keyword Heavy. Has Grit and Rogue, which allow it to at least keep moving with its speed 2. Once again, compares unfavorably to the similarly priced Defender, which has the same damage output (or better, against ships) and moves at a full speed 5 at the loss of Rogue.
- Bossk - Loses Heavy, gains a point of speed, rolls 4 black dice against squadrons, adds a black die to its anti-ship attack, and gets a single Brace token as if 7 hull wasn't already enough. And in addition to that ridiculous durability, as soon as he takes any damage, he adds a blue accuracy to every attack he rolls - allowing him to guarantee his AA attack bypasses that pesky Scatter.
Imperial Squadrons 2
- TIE Phantom Squadron - a refugee from the old Rebel Assault games, now found in the Imperial Squadrons II pack. Three points more than an Interceptor; trades one point of speed for one point of hull. Fighter dice remain unchanged; anti-ship is two lolrandom red dice. The special ability here is Cloak, which lets the squadron move 1 even if engaged. It's like a mini-Tycho.
- Whisper - an even more annoying TIE Phantom. Gains Brace and Scatter tokens; if one of those tokens is used while defending against an attack, Whisper may move up to 1 just like with the Cloak ability. Yes, this stacks with the regular Cloak. Very difficult to kill, but ask yourself if those 20 points would be better spent hitting someone in the face...
- TIE Defender Squadron - Unf. Found in the Imperial Squadrons II pack and possibly the best all-around squadron the Imperials can field. Sixteen points is not cheap, but look at what you get. Speed 5. Hull 6. 2 Blue/2 Black anti-squadron dice, 1 blue anti-ship die with Bomber. There may be more specialized fighters around, but if a situation arises the Defender can probably handle it.
- Maarek Stele - hero of the original TIE Fighter PC game from the early '90s. Adds another blue die to anti-ship fire; may change one die to a Crit when attacking. Also gains Grit and two Brace tokens. Find the 21 points to field him.
- Lambda-class Shuttle - A poor combatant but an excellent support ship. Relay is the big draw here, letting ships activate squadrons from clear across the board. Pairs well with other Lambdas, also with Centicore. Strategic lets a player move objective tokens around the board-- useful in a campaign or tournament.
- Colonel Jendon - makes good things better. When he activates, instead of making a (poor) attack he may designate another nearby squadron to attack, even if it has already activated. Double-tapping Bossk or Vader? Yes please. Loses out on Strategic to do this, but picks up two brace tokens. Ideal for lurking in the back of a murderball.
- VT-49 Decimator - less of a squadron and more of a picket ship, the Decimator can threaten flotillas and light warships all by itself. Three blue dice anti-ship add up very quickly, and with eight hull this thing will be in the fight for a while unless you go out of your way to put it down. Three black dice and Counter 1 keep opposing squadrons honest, too. Did I mention this thing also has Rogue? It has Rogue. The only downside is that the VT-49 is very, very expensive.
- Morna Kee - the named VT-49 costs as much as a Gozanti flotilla. It loses Heavy, gains a Brace token, and may spend that token to reroll its dice pool. That token also comes back every time she activates.
Chimaera Expansion Pack
In addition to a new paintjob, ship cards, and upgrades, the Chimaera expansion also introduces a new type of squadron.
- Mandalorian Guantlet -
- Gar Saxon -
Your Commander is one of the most important upgrades in your fleet, granting game-changing abilities. Every fleet must have exactly one Commander, equipped to any one of its non-flotilla ships.
- Leia Organa (Commander) - All your Command dials count as if you'd also spent a matching token; at the cost of giving up the use of actual Command tokens. Sort of like a fleet-wide Raymus Antilles, except sans the ability to store tokens for later, Leia is best for fleets with small Command ships that didn't have much use for tokens anyways. Hammerheads or CR90s enjoy Concentrate Fire granting both a die and a reroll, MC30s love changing speed by 2, Flotillas and Yavaris pushing 3 squadrons is amazing. A pricey and challenging Commander.
- Admiral Ackbar - Each turn, your ships can give up the ability to fire from their forward and rear arcs, in exchange for adding 2 red dice on each side arc. Large broadsiders, like the Assault Frigate or HMC80, raise their damage output through the roof; but even smaller ships can leverage their price to add large cumulative numbers of dice. Ackbar's effect is almost always going to be worse than firing off a double-arc, so his value is maximized when you can circle the battlefield or maximize large single attacks (using effects like Gunnery Team or Intel Officer).
- Commander Sato - When your ships attack an enemy ship with one of your squadrons near the target, they can switch 2 dice to a different color. Note the timing - the swap occurs before rolling, so you can't change dice added while attacking by effects like Paragon. Has two general use cases - increasing damage, by upgrading red/blue dice to blue/black dice (for accuracy, or raw damage output); or activating upgrades at beyond their regular range, like long range Leading Shots or Assault Proton Torpedoes. As Sato is expensive, and requires multiple moving parts - squadrons getting near enemy ships, with your own combat ships to make the most of the advantage - he can be tricky to use effectively, but Salvation throwing 3 black, 2 red (with a Concentrate Fire) out the front maxing 13 damage is incredible, and he doesn't restrict you to a broadside-heavy fleet like Ackbar does.
- Mon Mothma - The leader of the Rebellion improves the range bands of your Evade tokens, cancelling dice at medium or re-rolling them at close. As every Rebel ship up to the Assault Frigate has at least one Evade, she can dramatically increase the durability of your fleet. Pairs well with the MC30 Foresight title, and small ship swarms in general.
- General Rieekan - Once per turn, when a unique squadron or a ship would be destroyed, it remains on the table (and can activate as normal) until the end of the round (note: nerfed via errata from the original card text). Allows vital ships to get off one last salvo or squadron activation, or for unique squadrons - such as a source of Escort or Intel - to keep providing their effect, tying down enemies, and/or protecting your other squads. A Rieekan-ed Wedge can leave an entire swarm of TIEs unable to shoot past his undead Escort, or move away as they remain engaged; leaving your bombers free to hit ships.
- General Madine - Your Navigate dials can add an extra point of yaw, and your Navigate tokens can change speed or add a point of yaw. Madine is fantastic for glass-cannon ships that need precise positioning, such as the MC30, or the Liberty he comes bundled with; and in general any fleet that intends to use a lot of Navigate commands will get a lot out of Madine.
- Admiral Raddus - Before deploying fleets, set aside a ship (other than the flagship) - at the start of any round (including the first), you may deploy that ship at distance 1 of any of your ships; it then cannot be the first ship to activate that round. Allows your CR90 to race behind the enemy fleet and warp in an MC80 from hyperspace, or to keep your plans flexible and avoid committing an important ship's positioning until after deployment or the first few turns, and for fairly cheap.
- General Cracken - The other Rebel small-ship-swarm Commander, Cracken grants all small or medium ships at speed 3+ automatic obstruction. Can be difficult to use, as his high speed requirement can have you racing clean past your targets, or slowing down and losing his effect; but he can outright cancel a surprising number of attacks with strong dice-adding effects relying on just one native red die. Combined with Rebel Evades, Cracken can fend off a lot of damage if you've got a need for speed; and you can make bad jokes and movie references all game long.
- Garm bel Iblis - On the first and fifth rounds, every ships gains its Command value in tokens of your choosing. Obviously, he lends himself to higher Command value ships; but Command 1 ships that usually use the first round to store a Navigate token, can benefit from the ability to speed into the fray earlier than your opponent is used to. To get the most out of Garm, you want to be doing a lot all at once; and he's bundled with the well-rounded Assault Frigate for a reason.
- General Dodonna - Whenever an enemy ship is dealt a faceup damage card - either from your attacks, or from landing on Asteroids - you look at the top four and choose which one the ship takes, discarding the others. A potentially deadly ability in and of itself, that combos extremely well with Luke, APTs, or Garel's Honor; Dodonna is also the cheapest Rebel Commander, and offers an all-around useful benefit to fleets of any type looking to squeeze in a few more points. If your battle plan involves killing the enemy's ships using dice, Dodonna will get you there faster - either drawing cards like Structural Damage/Projector Misaligned to hasten their demise, or crits like Depowered Armament/Thrust Control Malfunction to cripple their effectiveness.
- Grand Moff Tarkin - At the start of each ship phase, pick a Command and every ship in your fleet gets a matching command token. While powerful, and flexible from turn to turn, the limitation that every ship in your fleet take the same token and his high price leave him overshined by cheaper alternatives.
- Darth Vader (Commander) - While attacking, you can spend one defense token to reroll as many attack dice as you like. Useful on ships that lack another way to reroll their dice, like Arquitens or Cymoons.
- Grand Admiral Thrawn - After deployment, set 3 command dials on Thrawn's card. Before each ship phase, you can reveal and discard any one of those dials, and every ship in your fleet gains the effect of that dial during their activation, in addition to their own normal command dial. Your whole fleet can repair while navigating, or push squadrons while concentrating fire. Thrawn's extra dials don't stack with the same type (no, you can't have two Concentrate Fire dials), so take care not to set redundant commands and waste the ability. But, if you set the right dials in advance, and time their use properly, the Grand Admiral can add tremendous flexibility and versatility to almost any fleet archetype.
- Admiral Screed - Once per activation, your ships can remove one die from their attack pool to change another to a die with a crit face. Situational, because if you've already rolled a crit in the pool there is no point adding another unless you also rolled two or more misses; but with black dice's hit/crit faces and black crit effects, can be a fleet-wide substitute to Ordnance Experts.
- General Tagge - At the start of rounds 3 and 5, each of your ships can recover one discarded defense token. Because it's rare to have already lost many defense tokens by the end of round 2, and one side or the other are usually pretty dead by round 5, Tagge is usually regarded as one of, if not the, worst commanders in the game. Just take Motti instead.
- Admiral Sloane - Non-rogue squadrons may spend an accuracy icon while attacking, to spend one of the defender's defense tokens. The defender can't then spend that token again for its effect, so Sloane gives you super-accuracies, allowing you to burn enemy ace or capital ship defenses. And speaking of, Sloane also grants non-rogue squadrons the ability to reroll crits against ships - so you can take nothing but TIE Fighters and Interceptors, wipe out the enemy's aces, and mulch enemy capital ships all without relying on a single TIE Bomber or filthy mercenary. Because single blue dice don't do a whole of damage to ships even with rerolls and burnt defense (and TIEs die to flak pretty quickly), Sloane is best when you pair TIE swarms with heavy-hitting ships to follow up. In other words, Sloane is why you play the Empire - block out the sun with TIEs while Star Destroyers smash everything in their way.
- Admiral Motti - Small ships gain 1 hull, medium ships gain 2 hull, large ships gain 3 hull. There's nothing like a 14 hull ISD, and for just 24 points giving your small ships 20-25% more hull can make a bigger difference than you'd think. Naturally scales better the more points you spend on ships, and the fewer you spend on upgrades and squadrons, and tends to compete with Jerjerrod as the "go-to" Imperial commander.
- Admiral Konstantine - During the Status Phase (reminder - that's at the end of the round, before commands are set next round), for every enemy ship at distance 5 of two of your medium or larger ships, you may change its speed by 1 (to a minimum of 1 / maximum of its normal max speed). Getting an enemy within range 5 of two medium+ ships is tough (and costs a lot of points), changing their speed by 1 isn't usually game changing, and as often as not they were going to die anyways (did being speed 2 rather than 3 really affect that CR90 about to get shot by twin ISDs?), so making the most of Konstantine can be tough. "Speed control" as an archetype is generally weak, and while with the Chimaera and Quasar the Empire has more medium+ ships to throw around than ever, it's hard to justify the opportunity cost of the other commander you could have taken instead.
- Moff Jerjerrod - Your ship can suffer one damage to treat the first yaw of its current speed as 2 until the end of its activation. As it just says "damage", you can suffer it on any hullzone of your choosing - many players make the mistake of thinking it goes straight to hull, when it does not; which means Jerjerrod can have your ships turning on a dime at a relatively minor cost. One damage to shields sucks, but not being able to turn hard enough to get a shot off, or to avoid an obstacle or incoming shot, hurts worse. Just be careful not to overdo it - using JJ every turn on every ship is a pretty easy way to have all your ships horribly explode.
- Admiral Ozzel - The cheapest Imperial commander, befitting a man whose career ended being telekinetically strangled on his own flag bridge. When you resolve a Navigate command, you can change speed by an additional 1. Yes, that means a Navigate dial+token can change your speed by 3 - pounce the enemy, slow roll them while you trade fire, then speed up and zoom off into safety. Combine with an Entrapment Formation ISD for maximum unpredictability.
- Emperor Palpatine- The Emperor has a staggering cost of 35 points, but his ability is worth every one of them. When the fleets deploy, he gains one defense token of each type, and before any ships activate in a round he can discard one of them. If he does so, all enemy ships and squadrons trying to use that defense token that round must discard that token type instead of exhausting it. Used correctly, this can force an opponent into a no-win situation where they can either let their ships be destroyed or buy them a chance at survival at the expense of being unable to do so a second time.
- Intel Officer - Exhaust after rolling your initial dice pool (but before resolving any effects, like Concentrate Fire) pick a defense token, and your opponent has to discard it if they use. Great on heavy hitters, especially those only making one attack per round anyways.
- Navigation Officer/Tactical Expert/Engineering Captain/Wing Commander - Your command can always be this command. Pricey and in a valuable slot, but the ability to always have a certain command if you suddenly need it (eg, Navigate on a Madine Liberty) can give you the freedom to crank out other Commands, rather than dialing in commands you end up not needing.
- Damage Control Officer - Upgrades your contain token to prevent all critical effects. Meta dependent, but useful if you expect lots of APTs or the like.
- Support Officer Discard your entire command stack and reset it. Only useful on Command 3 ships (otherwise, use Skilled First Officer instead), but allows them to change their commands if things are not going according to keikaku, or a Slicer Tools/Cham Syndulla has "altered" your plan.
- Strategic Adviser -
- Defense Liaison/Weapons Liaison - Discard a command token, and your command can always be one of these two commands. Similar to the above options, cheaper in points and more flexible, but pricier in conditions (requires a token). As above, you can dial in the same command over and over while resting easy you can switch out if needed.
- Veteran Captain - Discard to gain a command token. Cheap and useful in a pinch, but Hondo is cheaper still, and while he benefits the enemy too, he doesn't have to use up the Officer slot of the ship you need a token on.
- Flight Commander - Your squadron command can resolve after moving, rather than immediately after revealing your dial. Primarily useful with Fighter Coordination Team.
- Hondo Ohnaka - A unique but not faction-locked officer, Hondo can be discarded to give two ships two different command tokens. Then, your opponent chooses two ships and assigns them the remaining two tokens. A double-edged sword, but first pick of tokens and control of exactly when he's used grant you the edge if you utilize his effect well - such as when your opponent has only one ship left and has to give you the fourth token.
- Chart Officer - Discard to ignore the effects of landing on an obstacle. Cheap insurance for a ship that doesn't have the hull to afford eating a damage card, like the MC30; or for pairing with an objective like Navigational Hazards.
- Skilled First Officer - Discard to discard your top Command dial. Useful on Command 3 ships, and allows Command 2 ships to overwrite their entire stack (you discard your top Command dial before reassigning the one used in the previous turn). A fantastic card for a single point, the main reason it's not used more is its exclusivity to the Liberty expansion - nobody wants to buy 4 Liberties just to run a Gladiator MSU fleet.
- Adar Tallon - One squadron you activate gets to toggle back to being unactivated. Combine with Yavaris and an ace squadron, and you can watch Wedge paste entire enemy fighter wings (18 dice per turn!), Farlander melt Star Destoryers (6 black dice with rerolls!), or Luke melt a low-hull ship on full shields (hit/crit into Dodonna searching for Structurals = 3 damage per attack!).
- Major Derlin - Exhaust to reduce an attack's incoming damage by one. Given his price, and that most games he will only see use on 3 or 4 turns, and that offense tends to scale better than defense, he's usually overlooked for other options.
- Toryn Farr - Friendly ships/squadrons at distance 3 other than yourself can reroll 1 blue die while attacking. Grants a huge damage boost to fighter squadron or ship flak.
- Raymus Antilles - When you reveal a dial, you also get the token for free. Very useful on your heavy hitters - Yavaris loves commanding a third squadron, big ships gain 6 engineering points without any setup, and it's very easy to jump around 2 speed increments at a time. In addition, big ships can store more of his tokens to use later, so he's a prime contender for the Officer slot on either MC80.
- Bail Organa -
- Walex Blissex - When you activate, discard to get back a discarded defense token. Useful if you have a specific defense token you really want back - MC80's single brace against token-spending Sloane fleets with hard-hitting ISDs, or an Admonition shedding off its own tokens as extra hull, for example.
- Lando Calrissian - Discard during the "spend defense tokens" step to force your opponent to reroll as many dice as you want (note the timing - any accuracy results rolled here can't be spent, they're wasted). Meta dependent - can get you through an Avenger/Boarding Team/Leading Shots attack that disables all your defense tokens and uses rerolls to generate big damage, but basically worthless against an MSU or bomber fleet dealing lots of plink damage.
- Leia Organa (Officer) - Whenever you reveal a command, you can change the top command dial of a friendly ship within distance 5 to the same command. Allows you yo basically turn a Command 3 ship into a Command 1 ship, at the cost of tailing it with a Command 1 ship potentially wasting its own dials.
- General Draven -
- Ahsoka Tano - During the activation of any friendly ship within distance 5, exhaust to change one of their Command tokens into another type. Very useful if you've got a source of token generation - Comms Net, Raymus, etc - and find yourself needing something else.
- Admiral Chiraneau - Engaged squadrons you activate can move, but treat their speed as 2. At ten points, you are usually better off just bringing a Jumpmaster, but Chiraneau allows you to move squadrons on the edge of a ball that a Jumpmaster couldn't cover (because it would mean moving away from a squadron on another edge), or to allow a small sceen's power squadron (cough Mauler cough) to go hard without easily giving up a Jumpmaster's points to larger fighter wings.
- Commandant Aresko - When another friendly ship reveals a command, exhaust to gain a matching token. Like a reverse Comms Net, but not limited to flotillas, and doesn't use up the dial.
- Instructor Goran
- Governor Pryce - Medium or large ship can choose a round in advance, and must activate last that turn. You can get a devastating last/first off with your ISD or Quasar alpha strike, and by spending just 7 points rather than taking 80 points of Gozantis - but your opponent gets to see your plan and react, potentially causing your plan to backfire as your opponent's ship lands safely in front of you, knowing you can't activate until after it does next round.
- Wulff Yularen - Exhaust to regain a spent Command token. The Imperial Raymus, sacrificing the Rebel's flexibility for reliability - one Navigate taken as a token turn 1, can be used every turn for the rest of the game while you dial in other commands.
- Admiral Montferrat - Likes to go fast. So long as the ship he's on is traveling at speed 3 or higher, attacks against it are obstructed. Dies if the ship crashes into anything, though.
- Captain Brunson -
- The Grand Inquisitor - Exhaust when an enemy ship at distance 5 changes speed, and you can too. Useful on a ship that wants to stick to its target like glue, or is too busy with other Commands to dial in Navigates.
- Agent Kallus - While attacking a unique Squadron, add another die of any color (that means black, unless you need an accuracy). Take him on a Raider 1 and double arc a pesky ace to throw 6 black dice at it.
- Director Isard - When your ship reveals it's command, you get to look through the command stack of any enemy ship. Useful when your plan changes depending on the commands your opponent has set - does he have an Engineering, or can I rely on a ram later to finish his 1 hp? Can I block him in, or does he have a Navigate to change speed? - but the hidden element of Command dials is much less relevant than, say, their X-Wing counterparts.
- Captain Needa - At the start of the game, swap any defense token for an Evade. Useful on ships with a Contain they don't expect to get much use from, or a ship that wants to take Turbolaser Reroute Circuits.
- Admiral Titus - At the start of the game, change one enemy ship's speed by 1. Given the popularity of turn one Navigate commands, most enemy fleets just shrug him off anyways.
- Minister Tua - Gain a defensive slot, but not if you're a medium/large ship that already has one. Useful for slapping ECMs on a vital ship.
- Gunnery Team - You get to shoot twice with one arc, but can't target the same ship or squadron twice. Note that if you take Advanced Gunnery, Gunnery Teams "can not" overrides Advanced Gunnery's "can" on shooting the same target twice.
- Flight Controllers - Squadrons you command get an extra blue die in their anti-squadron roll. Another good reason to keep your carrier close to the dogfight. Pairs well with the Empire's generally higher Squadron values, and makes for frighteningly lethal alpha strikes.
- Sensor Team - Exhaust and spend one die to turn another die into an accuracy. Makes for a discount H9 Turbolasers if you don't need the slot for anything else, but you usually do.
- Veteran Gunners - Exhaust to reroll your entire attack pool. Black dice ships prefer Ordnance Experts, and red dice ships usually want Gunnery Teams, but it's a source of dice-fixing at a low price.
- Ordnance Experts - Reroll any number of black dice. Fantastic for anything throwing more than 1 or 2 black dice, or a ship that wants a crit to proc APTs or ACMs.
- Ruthless Strategists - While attacking squadrons, you can take a damage on a friendly squadron to deal an (unblockable) damage to an enemy squadron. Great way to deal with pesky scatter aces, especially if you've got high hull squadrons like VCX-100s or Decimators around.
- Fire Control Team - Exhaust to resolve an additional critical effect, but not the same one twice. Note the way that the default critical effect, APTs, and XX-9s are worded, you can't stack them with the default critical effect (and if stacked with each other, you don't get 3 crits, only 2). Still, resolving ACMs and XX-9s, or some combination of the various blue crit effects, can be very fun - but while the upgrade is cheap, it's on top of paying for both crits, and most ships with a Weapons Team want to take something else besides.
Rebel Weapons Team
- Caitken and Shollan - Six point, unique, exhausting Ordnance Expert, that works for any color of dice. Ackbar Assault Frigates can take the twins to remedy their lack of access to Leading Shots, or MC75s/MC30s can use them to alternate between long and close ranged attacks.
- Phylon Q7 Tractor Beams - Force a ship of equal or smaller size to toss a Navigate token, or slow them down by 1 (to minimum of 1) if they have none.
- Rapid Launch Bays - Load a number of squadrons up to your Squadron value into your ship, and then deploy them at range 1 with a Squadron command. You can then resolve that Squadron dial as normal, but if used to activate the Squadrons you just deployed, they can't move this turn. Drop in the face of a big ship coming to bully you, or use a second carrier to send the deployed squadrons off into the fight.
- Hardened Bulkheads -
- Point Defense Reroute - Reroll crits when shooting at squadrons at close range. Worthless on ships with black flak, but doesn't benefit from the extra range of blue flak. Rebels should just take Toryn Farr, but it can add a bit of damage to blue dice flak coverage if you've cheaped out on taking squadrons.
- Expanded Hangar Bay - Increases your Squadron value by 1. Cheaper than taking another flotilla if points are tight, or you've got upgrades that make your activated squadrons better.
- Quad Laser Turret - Your ship gets Counter 1 at close range. Can make a target less appealing if you've got enough overlapping flak coverage that the potential extra 1 damage matters, but taking fighter squadrons is usually the more cost effective defense unless you've got a good reason not to.
- Boosted Comms - Command squadrons at long range. Useful for ships that are fragile enough they need to keep some distance from the brawl, or for fast squadrons that want to pounce and alpha strike the enemy.
- Disposable Capacitors - For one round, a small or medium ship can throw its blue dice at red range. Huge boon to VSDs, giving them the ability to potentially one-shot two different small ships (with Gunnery Teams) who thought themselves relatively safe at long range with their evades, and somewhat ameliorating their slow speed.
A specific type of upgrade that uses both an Offensive Retrofit and a Weapon Team slot, and requires you to discard a Squadron dial/token and the upgrade, while at close range of an enemy ship, to trigger.
- Boarding Troopers - Select a number of defense tokens up to your Squadron value, and exhaust them. Slap on an ISD with Avenger to one-shot almost any ship in the game.
- Boarding Engineers - Select a number of facedown damage cards up to your Engineering value, and flip them face-up (one at a time).
Rebel Boarding Teams
- Cham Syndulla - Slicer Tools, except for a ship's entire command stack. Activate first, and now that Flight Controllers ISD that was expecting to push 5 squadrons per turn has to Engineer for the rest of the game. Slap it on a cheap External Racks Hammerhead for some spike damage, and continue laughing even while the enemy blows it up afterwards, knowing its work is done.
- Jyn Erso - Give a ship two raid tokens - preventing it from resolving two commands of your choice - and additionally, gaining a victory token if that ship has an objective token on it. While the latter effect only matters in Blockade Run (nice) and Capture the VIP (incredibly strong); Jyn allows you to shut down a carrier or prevent an ISD from navigating or repairing.
Imperial Boarding Teams
- Darth Vader - Discard an enemy upgrade card (other than their Commander). Yavaris bringing you down? Raymus Antilles + Engine Techs making that MC80 a bit too fast for your liking? Send Vader off on a Raider Express Rocket to file that title clean off, chuck an officer out an airlock, or "disappear" an entire Gunnery Team.
- Engine Techs - If you resolved a Navigate command this round, you can execute a speed 1 maneuver after your normal maneuver. Great on slower ships, ships with good yaw at speed 1, and any ship that wants the extra flexibility - or just to ram something twice.
- Projection Experts: - Spend up to two engineering points to shunt that many shields to a friendly ship. Useful on high-engineering ships that can then regenerate back the shields they sent off.
- Engineering Team - Gain one extra engineering point. Pricey at five points, and only useful for moving a shield around unless you have an odd Engineering score.
- Nav Team: - Your Navigate tokens can be used to increase yaw instead of change speed. Useful for a bit extra yaw if you have tokens lying around, stacks with Ozzel (but not Madine).
- Fighter Coordination Team - After your maneuver, you can drag a number of unengaged squadrons up to your Squadron value distance 1. More useful on otherwise slow squadrons, like B-wings, and/or with Yavaris - there's no rule that they can't end the move engaged.
- Medical Team - Discard before taking a "crew" faceup damage card to discard it. That's around half the deck - worth it? Probably not.
Powerful, unique upgrades that enhance your entire fleet. All require you to discard either a corresponding Command token or the upgrade itself at the start of the ship phase. Only found on the Pelta, the Cymoon 1 Refit, or the Chimaera title. The effects persist until the end of the round, even if the ship carrying the upgrade is destroyed.
- All Fighters, Follow Me! - Squadron token; every squadron activated by a ship increases its speed by 1 (to a maximum of 5).
- Entrapment Formation! - Navigate token; during their Determine Course step, your ships may change speed by 1.
- Shields to Maximum! - Engineering token; before revealing their command dial, your ships may regain 1 shield.
- Intensify Firepower! - Concentrate Fire token; while attacking another ship, your ships may change 1 die to a face showing 1 hit icon (and nothing else).
- Redundant Shields - Regenerate one shield per turn. Eight points for (probably) 3-4 turns worth of spent Engineering tokens, in a (usually) valuable slot.
- Early Warning System -
- Electronic Countermeasures - Exhaust to spend one defense token targeted by an accuracy. Extremely valuable on ships with a single brace token.
- Advanced Projectors - Your redirects can put damage on as many hull zones as you like. Hard-countered by XI7s, but useful on ships with balanced shields in a meta without XI7s.
- Cluster Bombs - Discard for four dice against an enemy squadron that attacks you, bypassing their defense tokens (and Biggs, etc). For an average 3 damage, not worth it unless you have other means of piling on flak damage (Quad Laser Turrets, etc), and dubious even then.
- Reinforced Blast Doors - At the start of the ship phase, discard up to 3 facedown damage cards. Three extra health on an MC80 or ISD is amazing, but smaller ships like CR90s can have trouble not going from 3/4 hull to 0 in a single turn - although even 1 or 2 extra HP on those ships can make all the difference; just ask Motti.
Exclusive to the Interdictor.
- G-8 Experimental Projector -
- Targeting Scrambler -
- G7-X Grav Well Projector -
- Grav Shift Reroute -
- NK-7 Ion Batteries - Blue crit effect; exhaust to make the defender discard one of their defense tokens. Expensive and hard to get off compared to an Intel Officer.
- Heavy Ion Emplacements -
- Overload Pulse - Blue crit effect; exhaust all of the enemy's defense tokens. Turns enemy ships into punching bags for the rest of the round, but crits resolve after defense tokens are spent, so you need another ship to set up your big (cough Avenger cough) attack.
- High-Capacity Ion Turbines - Expanded Armaments, but blue dice.
- Ion Cannon Batteries - Blue crit effect; force enemy to discard a command token, losing a shield if they have none. Useful for things like an MC80 expecting to use Engine Techs, or an ISD expecting to spend a token to trigger Boarding Troopers.
- SW-7 Ion Batteries - Unspent blue accuracies count as 1 damage. Which means, yes, your blue dice now are guaranteed damage - take on ships with lots of them.
- Leading Shots - Spend a blue die to reroll any number of dice in your attack pool. This is the card that ensures your big ships do the damage they need to with their strong arcs. Pair with Defiance, Opening Salvo, etc to trigger at long range.
- MS-1 Ion Cannons - Blue crit effect; exhaust one enemy upgrade card. Being exhausted doesn't do anything to cards with an exhaust effect, so very meta dependent.
- Expanded Launchers - Two extra black dice in the front arc. Decent enough, but the ACMs are usually more flexible (work on side arc shots) and more cost-efficient.
- Rapid Reload - An extra black die on either side. Probably the better option given the 5-point savings over ACMs.
- Assault Concussion Missiles - Amazing upgrade that hammers both adjacent hull zones for one damage each on a black crit. Weakens Redirect, can't be Braced, and if you're rolling black dice they can't Evade anyways.
- Assault Proton Torpedoes - Black crit deals an automatic face-up damage card. Free crits through shields never hurt.
- Flechette Torpedoes - Spend a black critical result while flakking to activate a targeted squadron. Of course, this is only useful if your ship uses black flak dice.
- External Racks - Discard to add two black dice to a single attack. A 2-point upgrade that works for any arc and cheap enough to put on something disposable like a Hammerhead.
- Ordnance Pods -
- Wide-Area Barrage - As a black critical effect against a ship, an enemy ship or squadron at close range of the target takes damage equal to half the number of hits showing on your black dice. Most ships with an Ordnance slot have better cards to put there, and your opponent can just spread out a bit, making it situational. But for 2 points, a last/first Demolisher can rush Gallant Haven, and snipe Jan Ors at the same time.
- Quad Turbolaser Cannons - When attacking, if one of your red dice has an accuracy result you may add another red accuracy die to the attack. VERY situational and expensive on its own but can be combined with accuracy generating effects like H9 Turbolasers/Captain Jonus to guarantee a double hit from Warlord without sacrificing that elusive red accuracy.
- Enhanced Armament - Boost your side arc shots by one red die. Expensive, so put it on something that'll last the battle.
- Spinal Armament - Increase the front and rear arcs by one red die. The vertical brother to Enhanced Armament for one less point.
- H9 Turbolasers - Flip a hit or crit to an accuracy face. Decent at ensuring damage goes where you want it to.
- Turbolaser Reroute Circuits - Spend an evade to change a red die to either double Hit or Crit. Delicious guaranteed damage, if you can spare the token. Needa makes it strangely possible to use on whatever ship he's on.
- Heavy Turbolaser Turrets - Target gets to block only one damage with Brace unless it's the only token used. Good for heavy hitters only; if you're not tossing at least 3 damage regularly at the enemy, this upgrade is doing nothing for you. But it stops Brace + Redirect shenanigans for that juicy juicy hull damage.
- X17 Turbolasers - Redirect defense tokens can only shunt one damage. Amazing at ensuring damage goes where you want it to. Highly recommended when playing Rebels vs. Imps.
- Slaved Turrets - You get to only shoot once, but you get a red die shooting at ships. Crippling for big ships, overcosted for small ones, but finds it's place on the Nebulon-B, where the front arc is the only one you want to be using ever.
- Quad Battery Turrets - When a ship with Quad Battery Turrets is attacking an opponent that's going faster than itself, it may add a blue die to the attack. This die is added regardless of the range which is HUGE for older, less maneuverable red dice heavy ships like Nebulon-Bs and Victory Destroyers.
- Dual Turbolaser Turrets - Exhaust this card and discard a die during an attack to add a red die to that attack. Essentially, it's insurance for finicky red dice allowing you to delete a blank result for another chance at rolling something useful.
- XX-9 Turbolasers - Flip the first two damage cards instead of one. Combine with Dodonna on the Rebel side for picking out exactly what debuffs you want to slap on the enemy.
- Bomber Command Center - Bombers at distance 5 get a reroll. What you use if you're running a squadron-heavy list.
- Slicer Tools - Screw with the top dial of a ship at distance 3. Scatter will save you from the ship you're hacking... but leave you open to others. Stick to them like a remora and use them for cover.
- Repair Crews - Engineering commands let you fix 1 damage card on a ship at distance 2. Perhaps useful, but is this really the best use of 22+ points?
- Comms Net - Shift tokens to ships nearby. Ship support, if you have a ship build that needs a lot of tokens.
- Jamming Field - All squadron shots on other squadrons at distance 2 are obstructed. Note this affects friendlies as well! Also doesn't break engagements. Tricky to use.