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==Why Play the Confederacy== ''To be part of the rootin'ist, tootin'ist, shootin'ist fleet to ever scourge space. The Confederacy's got eight ship cards 'an all but one of them gots a turbolaser slot, 'cuz red dice is how rebs roll.'' The CIS warships generally do not want to get closer than medium range, and all their medium and large ships come with the salvo token and red dice to use with it. They also have three ship cards with red flak, and more of their ships have ion cannons than ordinance slots. Every CIS ship can do speed 3 (the Munificient with engine techs) but speed 4 is generally unavailable to them due to a lack of support team slots in their large hulls. All of this builds to a force that likes the style of the rebel assault frigate, staying at range and throwing red dice. The confederate squadron game takes the concept of the TIE fighter and leans into it even further. CIS fighters are extremely cheap, hard hitting, fast, and very flimsy. Where they differ is that CIS squadrons have the AI ability, which adds an attack dice if they are commanded. Like TIES, droid fighters want to stay just out of reach until they can use their high speed and high damage output to get the first strike on an enemy's squads. If droids are attacked first, there is a very high likelihood that they will die before contributing anything. Rounding out the confederacy is their unique tricks. They have several ways of producing raid tokens, and can use them to inflict additional damage. The hyperwave signal booster allows them to activate droid fighters during the squadron phase with their full damage output.
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