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====MC80 Home One==== [[File:HMC80.png|thumb|300x300px|right|Home One Expansion Pack]] 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, Advanced Projectors, or Early Warning Systems. *'''Titles:''' **'''''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. **'''''Mon Calamari Exodus Fleet''''' - A generic title for all MC pattern ships. Spend a Repair dial or token and exhaust another Mon Calamari Exodus Fleet-equipped ship's card within distance 4 to gain 2 engineering points. Very situational, and you give up arguably more useful titles on ships like the MC30 and Liberty to equip it. But it lets your engineering token remove a damage card, or can boost a dial+token command on Home One (with help from a ''Redemption'' Nebulon-B or Engineering Teams) enough to recover 2 damage and a shield.
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