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==Imperial Officers== *'''Admiral Chiraneau''' - Engaged squadrons you activate can move, but treat their speed as 2. At ten points, he has some serious competition with Jumpmasters. Chiraneau, however, was not affected by the Armada 1.5 Intel nerf, and he allows you to move squadrons on the edge of a ball that a Jumpmaster couldn't cover (because it would mean moving away from a squadron on another edge), or to allow a small sceen's power squadron (cough Mauler cough) to go hard without easily giving up a Jumpmaster's points to larger fighter wings. *'''Commandant Aresko''' - When another friendly ship reveals a command, exhaust to gain a matching token. Like a reverse Comms Net, but not limited to flotillas, and doesn't use up the dial. *'''Commander Beck''' - Force your crew to come in to work on Sunday, no relation to the musical artist of the same name. When activating, she can have TPS reports delivered to her desk and a command token of your choice can be resolved as if you spent it, but at the cost of gaining a matching Raid token. She can do this up to twice per activation before Milton finally snaps and burns her office down, so consult your jump-to-conclusions mat if this turn is worth the risk to use her. *'''Comander Gherant''' - That guy standing next to Admiral Piett at Endor. You don't suffer any critical effects when his ship is defending, but attack any ship and you must discard him. Almost unusably situational. You might have luck putting him on a flak boat Raider or a Quasar II. *'''Instructor Goran''' - Dengar for ships. Grants non-Heavy squads up to distance 2 Counter 1, or increases their natural Counter by 1. *'''Commander Vanto''' - The Empire's version of Raymus Antilles, but takes Thrawn's command dials into account and grants a token of any type, at the expense of exhausting on use. *'''Commander Woldar''' - When a friendly non-Swarm squadron is attacking an enemy squad at up to distance 3, it can re-roll a single attack die. Good if you're skimping on Swarm squadrons for something more substantial, or if you have TIE Bombers that have to act as a fighter screen in a pinch. *'''Governor Pryce''' - Medium or large ship can choose a round in advance, and must activate last that turn. Like with Strategic Advisor, as of the most recent changes to Armada 1.5, '''this upgrade is now BANNED from the game.''' Sadly, while Bail Organa got a golden parachute as a commander for the GAR, Governor Pryce so far has no such luck. *'''Wulff Yularen''' - Exhaust to regain a spent Command token. The Imperial Raymus, sacrificing the Rebel's flexibility for reliability - one Navigate taken as a token turn 1, can be used every turn for the rest of the game while you dial in other commands. *'''Admiral Montferrat''' - Likes to go fast. So long as the ship he's on is traveling at speed 3 or higher, attacks against it are obstructed. Dies if the ship crashes into anything, though. *'''Captain Brunson''' - If the ship she's on is attacked while at distance 2 of any obstacle, exhaust her card and cancel one of your opponent's attack die. Perfect for cancelling out a black die with hit-crit, or a red double hit. Combine her with a way to refresh cards like the ''Interdictor'' title and shrug off damage like nobody's business. *'''The Grand Inquisitor''' - Exhaust when an enemy ship at distance 5 changes speed, and you can too. Useful on a ship that wants to stick to its target like glue, or is too busy with other Commands to dial in Navigates. *'''Taskmaster Grint''' - After deploying fleets, pick a command token type and put it on Grint's card. When Grint's ship reveals a command matching that token, that ship gets the token without having to spend the dial. Keep him on ships that you intend to keep using the same command over and over on. Squad pushing Gozantis and Quasars, Projector Team Interdictors, ''Harrow'' VSDs with Engine Techs, etc. *'''Agent Kallus''' - While attacking a unique Squadron, add another die of any color (that means black, unless you need an accuracy). Take him on a Raider I and double arc a pesky ace to throw 6 black dice at it, or pair him with Ruthless Strategists on a Quasar II and snipe a pesky Jan Ors from red dice range. *'''Director Isard''' - When your ship reveals it's command, you get to look through the command stack of any enemy ship. Useful when your plan changes depending on the commands your opponent has set - does he have an Engineering, or can I rely on a ram later to finish his 1 hp? Can I block him in, or does he have a Navigate to change speed? - but the hidden element of Command dials is much less relevant than, say, their X-Wing counterparts. *'''Director Krennic''' - When attacking at Medium or Long range, if the attack used a Concentrate Fire dial you can re-roll any amount of red dice in the attack. If you also spent a Concentrate Fire token (or only spent the token), you can then re-roll up to two red dice in the attack pool. Good for Arquitens, GREAT for artillery ISDs like Cymoon. *'''Captain Needa''' - At the start of the game, swap any defense token for an Evade. More useful now than ever before with Armada 1.5's Evade buff, Needa goes well on ships with a Contain they don't expect to get much use from, or a ship that wants to take Turbolaser Reroute Circuits. *'''Iden Versio''' - Provides a twofold effect. First, allows Evade tokens to cancel an attack die at close range or from a squadron attack. Then, with a Squadron command spend her as a boarding party to give an enemy ship at close range a Raid token. Her first effect is arguably too valuable to give up, but if your Evade tokens are gone then it gives her some means to still be useful. *'''Admiral Titus''' - At the start of the game, change one enemy ship's speed by 1. Given the popularity of turn one Navigate commands, most enemy fleets just shrug him off anyways. With officer Vader in the game, he can also serve as a cheap re-roll later in the game *'''Minister Tua''' - Gain a defensive slot, but not if you're a medium/large ship that already has one. Useful for slapping ECMs on a vital ship. *'''Lira Wessex''' - Walex Blissex's daughter, designer of the ISD and SSD. When you get a faceup damage card card for any reason, you can spend an Engineering token to flip it back down and take the damage without resolving the effect. Can cancel out really annoying effects like Structural Damage or Projector Misaligned before they happen. *'''Reeva Demesne''' - When under attack, if the affected hull section has at least one shield, you can exhaust Reeva and restore a red defense token back to green. Synergize her with effects like a ''Hand of Justice'' Arquitens to keep a big target alive through a hail of gunfire. *'''Darth Vader (Officer)''' - The ''fourth'' version of Vader available, but costing only a single point. If a friendly ship at up to distance 5 has a terrible attack roll, Vader can tell their captain (or even their fleet commander if it's the flagship) that they've failed him for the last time and you can re-roll any or all dice in the attack. Best used if you're filling your fleet with early-use captains like Needa, officer Ozzel, or Titus, or your commander has served their purpose like late-game Tagge or Slone if you're out of fighters. *'''Emperor Palpatine (Officer)''' - Make your opponent's ships and hero squads regret attacking you. When they target Palpy's ship, they MUST spend a defense token if able. Great at early game survivability for a flagship or support ship away from the front lines, but watch out once the rest of your fleet is combat ineffective.
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