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==Rebel Officers== *'''Adar Tallon''' - One squadron you activate gets to toggle back to being unactivated. Combine with Yavaris and an ace squadron, and you can watch Wedge paste entire enemy fighter wings (14 dice per turn!), Farlander melt Star Destoryers (6 black dice with rerolls!), or Luke melt a low-hull ship on full shields (hit/crit into Dodonna searching for Structurals = 3 damage per attack!). *'''Major Derlin''' - Exhaust to reduce an attack's incoming damage by one. Given his price, and that most games he will only see use on 3 or 4 turns, and that offense tends to scale better than defense, he's usually overlooked for other options. *'''Toryn Farr''' - Friendly ships/squadrons at distance 3 ''other than yourself'' can reroll 1 blue die while attacking. Grants a huge damage boost to fighter squadron or ship flak. *'''Raymus Antilles''' - When you reveal a dial, you also get the token for free. Very useful on your heavy hitters - Yavaris loves commanding a third squadron, big ships gain 6 engineering points without any setup, and it's very easy to jump around 2 speed increments at a time. In addition, big ships can store more of his tokens to use later, so he's a prime contender for the Officer slot on either MC80. *'''Wedge Antilles (Officer)''' - When the Squadron phase ends, spend a squad token and give three squadrons Cloak for the round. Cloak is a very strong tool when leveraged properly, and this is the only way for Rebels to get it outside of Kanan's HWK-290. That alone might be worth taking Wedge out of his X-Wing. *'''Bail Organa''' - Pick a turn at the start of the game. If you're second player when the turn comes around, Bail's ship MUST go first, otherwise, gain two command tokens. Like with Strategic Advisor, as of the most recent changes to Armada 1.5, '''this upgrade is now BANNED from the game.''' *'''Walex Blissex''' - When you activate, discard to get back a discarded defense token. Useful if you have a specific defense token you really want back - MC80's single brace against token-spending Sloane fleets with hard-hitting ISDs, or an Admonition shedding off its own tokens as extra hull, for example. *'''Lando Calrissian''' - Discard during the "spend defense tokens" step to force your opponent to reroll as many dice as you want (note the timing - any accuracy results rolled here can't be spent, they're wasted). Meta dependent - can get you through an Avenger/Boarding Team/Leading Shots attack that disables all your defense tokens and uses rerolls to generate big damage, but basically worthless against an MSU or bomber fleet dealing lots of plink damage. *'''Leia Organa (Officer)''' - Whenever you reveal a command, you can change the top command dial of a friendly ship within distance 5 to the same command. Allows you yo basically turn a Command 3 ship into a Command 1 ship, at the cost of tailing it with a Command 1 ship potentially wasting its own dials. *'''General Draven''' - When flakking any squadron with Counter or Intel, add one die of any color to the attack. Essentially a Rebel version of Agent Kallus, he comes with the benefit of HATING Dengar with a passion. Any squadrons that Dengar gives Counter to are all subject to the extra damage die. *'''Kyrsta Agate (Officer)''' - On a red or blue critical with any attack (including a Salvo response), exhaust her to ready an exhausted defense token. Far, FAR more useful than her Commander variant, Agate can go on anything not already wanting to spend critical results on damage or black die upgrades. *'''Captain Rex''' - Kind of a boarding team, but kind of not. When Rex's ship is within close range of an enemy ship, resolve a squad command or token to give that enemy a Raid token of your choice. Then, any enemy ships at distance 3 of Rex can only discard 1 Raid token at a time when discarding the command dial. *'''Ahsoka Tano''' - During the activation of ''any'' friendly ship within distance 5, exhaust to change one of their Command tokens into another type. Very useful if you've got a source of token generation - Comms Net, Raymus, etc - and find yourself needing something else. *'''Ezra Bridger''' - When revealing a command, discard Ezra to select an obstacle at up to distance 2 and move that object within distance 2 of it's original location. A soft counter to the Empire's Interdictor shenanigans, but you can also use him to help snag an objective token during objectives like Dangerous Territory. *'''Sabine Wren''' - Carries her explosives gimmick from Rebels and X-Wing over to Armada. At the start of the ship phase, discard her to drop a Proximity Mine token anywhere at up to distance 2 of an obstacle but beyond distance 3 of enemy ships. Rebels have more access to non-Offensive Retrofit Proximity Mines than Imperials do, so use that to your advantage. ===Rebel Boarding Teams=== *'''Cham Syndulla''' - Slicer Tools, except for a ship's ''entire command stack''. Activate first, and now that Flight Controllers ISD that was expecting to push 5 squadrons per turn has to Engineer for the rest of the game. Slap it on a cheap External Racks Hammerhead for some spike damage, and continue laughing even while the enemy blows it up afterwards, knowing its work is done. *'''Jyn Erso''' - Give a ship two raid tokens - preventing it from resolving two commands of your choice - and additionally, gaining a victory token if that ship has an objective token on it. While the latter effect only matters in Blockade Run (nice) and Capture the VIP (incredibly strong); Jyn allows you to shut down a carrier or prevent an ISD from navigating or repairing. *'''Shriv Surgaav''' - The Boarding Team version of Vader, but for Rebels. Twice the cost, and cannot target Commanders, Officers, Titles, Experimental Retrofits, Fleet Commands, Fleet Supports, or Superweapons. Knocking out an upgrade on an enemy ISD or MC80 will still hurt, but you're paying a lot for what amounts to a nerfed version of an Imperial upgrade.
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