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====Quasar Fire Cruiser-Carrier==== The Quasar Fire is a purpose built carrier, incredible at pushing squadrons and not much else. For the price of two floatillas the Quasar Fire can activate up to 6 squadrons at once and allows other Imperial ships like ISDs and VSDs to focus on pure damage dealing. However, this comes at the cost of being a true combat vessel itself for the Quasar Fire has not many attack dice out of awkward firing arcs and just a Brace and a Redirect to defend with. Leveraged properly though, this ship easily makes up for that with swarm after swarm of TIEs nearly every single turn. *'''Quasar Fire I-Class Cruiser-Carrier''' - Some ships are simply built for certain upgrades, and the Quasar Fire I is built for Flight Controllers and Boosted Comms. This leaves the second Offensive Retrofit free for either Expanded Hangar Bays for that natural 5 squadron push, Reserve Hangar Decks to replace a lost TIE or Jumpmaster, or Disposable Capacitors so it can actually do something with those all blue dice arcs. *'''Quasar Fire II-Class Cruiser-Carrier''' - The Quasar Fire II is where things get interesting. It has actual red dice so it can throw a few attacks in here and there without being too exposed, but it also upgrades the original blue flak die with the first ''red flak'' in the entire game. This paired with Agent Kallus and Ruthless Strategists means that a Quasar II can devastate fighter ace fleets with shocking effectiveness while still boosting its own squadrons with Flight Controllers. *'''Titles:''' **'''''Stronghold''''' - An analogue for ''Gallant Haven''. ''Stronghold'' obstructs any friendly '''Swarm''' squadrons at close range when they are defending. A good title, but remember that Quasar Fires do not want to be too close to the action most of the time. **'''''Squall''''' - A godsend for speed 2 YV-666s, ''Squall'' acts like a souped-up Fighter Coordination Teams that activates on ship activation rather than movement. Fighters that are moved using ''Squall'' cannot end their movement engaged, but having up to 3 heavy hitting bombers move that much closer to their target before properly activating them can change entire battles around in your favor. **'''''Pursuant''''' - ''Pursuant'' should be considered a default title. At just two points, the ability to activate 4 (or 5 with Expanded Hangar Bays) squadrons at any time is huge. The text does say "Treat this command as if you spent a Squadron dial" so it cannot be combined with ''another'' squadron dial nor can squadron tokens be used. Despite this, ''Pursuant'' gives Quasar Fires much needed strategic flexibility and can make the difference if they need that desperate repair or navigate dial.
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