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====Nadiri Starhawk==== {{topquote|Just remember, the [[Armada/Tactics/Rebel_Alliance#Nebulon-B_Frigate|scooty puff junior]] sucks!!!!|Fry, Futurama}} The Rebellion's/New Republic's answer to Super Star Destroyers, the Starhawk-class Battleship resembles a Nebulon-B frigate on enough steroids to turn a [[Space Marines|space marine]] into a [[Warlord_Battle_Titan|warlord]]. A huge ship in all but cardboard size: crazy amounts of dice from all angles, two dedicated officer slots, one of every non-evade token (including the new and fancy Salvo token). The Starhawk is the strongest ship the Rebellion can bring to the fight, and WILL be the centerpiece of any fleet you make with it by point cost and upgrade potential alone. It isn't perfect, by any means. Both versions have no Defensive Retrofits or Support Team slots, two of the titles are exclusive to the cheaper Mk 1 variant, fully upgraded will likely put you just north of 200 points of your fleet total. However, the firepower and survivability of the Starhawk more than make up for those shortcomings. *'''Starhawk-class Battleship Mark 1:''' - Well-rounded in it's dice pools and combat effectiveness. The Mk 1 should be considered the "default" Starhawk, for reasons not the least of which include 2 of the 3 titles being Mk 1 exclusive. It's attack profile somewhat resembles a beefed up ISD-1, appropriate considering Starhawks were made from cannibalized and salvaged ISD parts. Playstyles can vary with this version, as is the norm with the other "classic" Rebel all-rounder, the Assault Frigate. *'''Starhawk-class Battleship Mark 2:''' - A straight 10 point upgrade to the Starhawk's medium range capabilities. Dropping one black die from all sides (and 2 potential titles), and gaining one blue die to all sides (and swapping black flak for red). The Mk 2 Starhawk ''slightly'' more of a general purpose ship than a close range brawler. "Slightly" is relative, since the Starhawk is still a beast to be reckoned with. *'''Titles:''' **'''''Amity (Mark 1 only):''''' - Beefing up the close-range potential and long range survivability in one card. Gain an evade token, and deal 1 extra damage card to both ships when enemy collides with your Starhawk. The second effect only triggers when an enemy rams you and not the other way around. As tempting as throwing on Hardened Bulkheads and charging into a mess of Raiders and Arquitens sounds, please keep that in mind. **'''''Concord (Mark 1 only):''''' - Grants a second Salvo token which can be DEVASTATING making 3 attacks per turn, even if you need to take fire to do one. The second effect is situational, but nice. You should never need to go speed 0 in most encounters, but using bringing an MC80 or ISD down to 0 with you with your Magnite tractor beams and having that extra bit of insurance of at least a Brace token can be a difference maker in the ensuing slugfest. **'''''Unity''''' - The only title a Mk 2 can take, but it's a good one. ''Unity'' provides a second Redirect token (eat your heart out, Home One) and lets you re-roll a flak die when attacking an engaged enemy squadron. The latter seems tailor made for Mk 2 Starhawks with that super finicky red die. Still, extra defense tokens of any kind help turn the Starhawk into a real damage tank.
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