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====Rogues and Villains==== [[File:RoguesVillains.png|thumb|300px|right|Dual-faction Rogues and Villains Expansion Pack]] ''Rogues and Villains is pure win for the Rebellion despite the Imperials getting more squadrons with Rogue out of it.'' *'''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. **[[DISTRACTION CARNIFEX|'''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. **'''Lando Calrissian''' - Just like Han, Lando brings the Falcon and all it's tricks into the fray. Unlike Han, Lando's Falcon shaves off 3 points of cost and replaces one black die from each attack with a red that (with a hint of roguish luck) can be a bit more damaging. The gambling spirit that Lando's officer card comes back as well, as his version of the Falcon brings a modified form of his dice re-rolling effect. Spending a brace to re-roll your opponent's hit results (as long as they weren't accuracy'd away) is great. Discarding that token when attacking to set your red die as a double hit, or the blue to a needed accuracy result to make damage stick? That bet is up to you to make. *'''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. Dropping eight YT-2400's on the table is a vulgar display of wealth that gives even Imperials with the [[Manta|Super Star Destroyer]] a pause. **'''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. **'''Mart Mattin''' - Named after Lucasfilm employee and Porg enthusiast Matt Martin (I wish I was joking...) and introduced in the Rebellion in the Rim expansion. Bort swaps Bomber for Grit and pretty unique trait. Instead of activating like normal during the Squadron phase, you can use that activation and drop one of the new Proximity Mine tokens out at distance 1 of the YT-2400 base. In a way, he can deal more anti-ship damage than Dash can, but at the cost of being a big, immovable target for the turn. *'''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. Intel got nerfed '''HARD''' in Armada's recent 1.5 update, providing Grit to a friendly squadron ball instead of making nearby enemy squads Heavy. Be aware of this when making an Intel squad list. **'''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. **'''[[Star Wars:Rebels|Kanan Jarrus]]''' - First off, Kanan loses Intel. That single fact might turn some people off from even considering him. However, he turns the HWK-290 into a '''COMPLETELY''' different beast, more along the lines of a souped up cross between a Mandalorian Gauntlet and a TIE Phantom. Discard an anti-ship hit die, give a ship a Raid token. Discard an anti-ship crit, give a ship a Raid token. Need to focus on other ships with your Squadron commands? Kanan gets Rogue. Swarmed by TIEs that are royally pissed off at you? Cloak away and free up your engagement to harass more ships. *'''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 Rogue for 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. **'''Malee Hurra''' - FFG's wholly original character for Armada. As is the trend with newer squadrons, Malee's Scurrg swaps a blue die for a red. Her unique ability is a lot more interesting. Once per activation, if a friendly ship at range 1 is attacking another ship, and Malee is only engaged with one or less fighters, your ship may discard one die to change another die to a face with a critical icon. A bit complicated, but she essentially works like a Rebel version of Admiral Screed. Try dropping her with Rapid Launch Bays (for more comedy, [https://en.wikipedia.org/wiki/Matryoshka_doll drop her from a hammerhead dropped from Profundity dropped by Raddus]).
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