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====Assault Frigate Mark II==== [[File:AssaultFrigate.png|thumb|300x300px|right|Assault Frigate Mark II Expansion Pack]] The Assault Frigate's strengths and weaknesses all amount to a single factor - it's a multirole ship; a generalist that excels at relatively little but can do a lot well. Offering a dramatic step-up in health and defense token suite over the Rebellion's small ships, and with a strong variety of upgrade slots, the AF can be tooled to many different purposes depending on your need - whether its using the Weapons/Offensive slots to boost its squadron potential, or Weapons/Defensive/Turbolaser slots to function as a gunboat. Its dice are broadside-heavy and long range oriented, and with the only natural evade of a medium or large base ship, the AF excels at orbiting around the edges of the conflict throwing dice or squadrons into the mix from afar. A decent nav chart for its size, and a respectable top speed of three, allow it to position itself at long range and hopefully stay there. The release of more specialized ships over time have stolen some of its limelight, but with the current suite of upgrades it can still serve as the bedrock of a variety of fleets. *'''Assault Frigate Mark II B''' - The cheaper AF offers a higher squadron value, but the same side arcs as the pricier variant, so is often taken in carrier or broadside oriented builds. As the Rebellion's most cost-effective Flight Controllers platform, and the option of an offensive upgrade of its choosing and/or the ''Gallant Haven'' title, it can supercharge a squadron wing. Conversely, you can save some points off the MkII A in a broadside/Ackbar list, where you don't care about the front arc or squadron value anyways. *'''Assault Frigate Mark II A''' - The upgunned version of the Assault Frigate gains a blue attack dice on the front, rear, and flak batteries; at the cost of a point of squadron and a whopping ''nine'' extra points. Given the price, you need a strong battle plan to justify not just taking the MkII B. This is the more natural home of the ''Paragon'' title, given the enhanced front arc; and the extra flak die can prove useful to ''Gallant Haven'' builds looking to wade into the squadron brawl. Otherwise, with the same side arcs and upgrade slots, offensive builds between the two will be similar. *'''Titles:''' **'''''Gallant Haven''''' - Friendly squadrons at distance 1 take one less damage from attacks to a minimum of 1. Keeps your squadrons safe from the TIE deathball that the Empire loves to throw at you. Consider using it to cart B-wings into battle, or to turn a Biggs/Jan X-Wing ball nigh immortal (note - Biggs' damage transfer is ''not'' "an attack", so only the damage the original target takes is reduced). Be careful not to either over-extend your squadrons, leaving them outside your protective bubble; or to over-extend ''Gallant Haven'' itself, leaving it ahead of your fleet and in the enemy's sights. **'''''Paragon''''' - While attacking a ship you've already attacked this round, add a black die (regardless of range). Originally not highly regarded, but since the advent of Salvo, this has found new life. The combo of Kyrsta Agate, Local Fire Control, Flak Guns, and DBY turbolasers makes the Paragon a dangerous long range salvo boat.
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