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===Offensive Retrofit=== *'''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''' - Attach this to a Large ship. When it rams or is rammed by a smaller ship, it does not take a face down damage card. This does not protect it from 'Garel's Honor', as that title assigns a face up critical damage card on impact. *'''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, and not considered a "Modification". Cheaper than taking another flotilla if points are tight, or you've got upgrades that make your activated squadrons better. *'''Reserve Hangar Deck''' - When a non-unique with Swarm within distance 5 of this ship is destroyed, discard this upgrade to bring it back into play with 2 hull points within distance 1 of your ship. More of an Imperial/Separatist upgrade for now, as the Rebels/GAR only have one squad type each that can benefit from this (Z-95s and V-19s respectively). Three points to replace an 11 point TIE Interceptor/Tri-Fighter or a 12 point Jumpmaster is a bargain. *'''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. *'''Advanced Transponder Net''' - Heavy squads up to distance 2 keep enemy fighters from attacking the ship. Can get more play now thanks to Armada 1.5 nerfing Intel, but it takes up the valuable "Modification" tag for any ships taking this. *'''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. *'''Proximity Mines''' - Once obstacles are placed, discard this to place the new Proximity Mine tokens onto the play area. You're limited to half of your engineering score rounded down, so you're going to be placing no more than 2 per ship without upgrade shenanigans. *'''Flag Bridge''' - The first 0 point upgrade in the game. Strap onto your Medium or Large flagship that's missing a Fleet Command slot and isn't already using a Modification like Spinal Armaments to gain a single use Fleet Command option. *'''Flak Guns''' - Treat your anti-squadron dice as black. When resolving a Salvo attack against a ship, your black dice may be used at Medium range, and your blue dice may be used at Long range. Helps get a little more oomph out of ships fishing for black-blue crit upgrades, but only if they already have Salvo or gain it through Local Fire Control / Reactive Gunnery.
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