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====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 (especially with the ''Demolisher'' title, turning it into an AA monster that can erase whole squadron balls) - unfortunately, you're paying 6 points for the package. *'''Titles:''' **'''''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''''' - (As of Armada 1.5) Lose one of your attacks in the normal attack step, but gain it back AFTER you move. 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. Most of the time that you're fielding Gladiators, one of them should have this title. **'''''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, but in a 400 point game it's difficult to bring enough ships for the benefit to outweigh the alternative choices. In higher point games, Gladiators can get good mileage out of this, both on their own and screening for larger ships like Onagers.
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