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====Imperial Star Destroyer==== [[File:ArmadaISD.png|thumb|right|300x300px|Imperial Star Destroyer Expansion Pack]] 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''. [[File:ArmadaChimaera.png|thumb|right|300x300px|Chimaera Expansion Pack]] *'''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. *'''Titles:''' **'''''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 & Rogue One. It was Vader's command ship until he [[Star_Wars:_Armada#Super_Star_Destroyer|upgraded]]) **'''''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''''' - [[File:Star_Wars_TIE_Fighter_Thrawn.png|right|300px]]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''''' - When receiving an attack on your front arc, you can exhaust a copy of this card on a nearby 7th Fleet Star Destroyer to decrease the incoming damage by 1. Good for grouped up fleet playstyles like the Rebel's Hammerhead Task Forces or Mon Cal Exodus Fleet, but you're sacrificing good titles like ''Demolisher'', ''Harrow'', and ''Avenger'' to use it. **'''''Sovereign''''' - Exhaust this title at the beginning of the round, and 3 other friendly ships at up to range 5 can toss out a command token to replace it with another type. Unfortunately, this doesn't count as spending the original token, so that token's effect is lost. Good for keeping ships fed with the tokens that they need, if you can supply them with tokens reliably through Tarkin or other means.
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