Editing
Star Wars: Armada
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Turbolasers=== * '''Rarely the Wrong Choice''' **'''H9 Turbolasers''' - Flip a hit or crit to an accuracy face. Decent at ensuring damage goes where you want it to. H9's tend to be favored in meta where flotillas are expected, since they can shut down the scatter token. **'''Linked Turbolaser Towers''' - Reroll 1 red die per attack without having to exhaust like Dual Turbolaser Turrets. This works even during salvos and squadron attacks. BUT THERE'S MORE! When attacking squadrons you can choose to only attack the first squadron of your choice and add 2 dice of any color to your attack. Pound high-hull squads into submission, or lock down Scatter token dependent aces. Clone war ships like this card as they usually have salvo and some have red flak, but it works well on any small that doesn't have a second evade for reroute circuits. **'''X17 Turbolasers''' - Redirect defense tokens can only shunt one damage per hull zone. Amazing at ensuring damage goes where you want it to, as long as you're not attacking anything with Advanced Projectors. X17's are the usual go-to for big ships throwing lots of red dice, except where meta is flotilla heavy (see H9's above). * '''Good but Situational''' **'''Turbolaser Reroute Circuits''' - Exhaust and spend an evade to change a red die to either double Hit or Crit. Delicious guaranteed damage, if you can spare the token. Rebel fleets have long relied on the "TRCR90" corvette spam, and commander Agate can give her flagship this option. Needa also lets the Empire use this on any Turbolaser capable ship for 1/10th of Agate's price. **'''Heavy Turbolaser Turrets''' - Target gets to block only one damage with Brace unless it's the only token used. Good for heavy hitters only; if you're not tossing at least 3 damage (not 3 dice, 3 DAMAGE) regularly at the enemy, this upgrade is doing nothing for you. But it stops Brace + Redirect shenanigans for that juicy juicy hull damage. Particularly effective against salvo-boats, since they have to choose between brace or salvo. **'''Swivel-Mount Batteries (Clone/Separatist Only)''' - This one is complicated. You can exhaust it to pull a dice from an adjacent arc into a arc of your choosing, although it needs a token to reset itself and until it does it reduces your dice in adjacent arcs. Where it gets interesting is in the wording and sequence. Because of the order of attack steps, it's possible to use Swivel-Mount to pull a black dice, and throw it out to red range, AND use concentrate fire to throw another black. Expect to get some gruff the first time you try using this. **'''DBY-827 Heavy Turbolasers''' - When a Salvo attack goes off, you may change the result of one die to a face with a Crit icon (including a black Hit-Crit). Obviously worthless on ships without Salvo, but on ships that can pair it with flak guns and local fire control it's the defining card of the salvo-boat. **'''XX-9 Turbolasers''' - Flip the first two damage cards instead of one. Combine with Dodonna on the Rebel side for picking out exactly what debuffs you want to slap on the enemy. A good upgrade but only on ships throwing enough damage to make it worth it. * '''Arc Upgrades''' **'''Enhanced Armament''' - Boost your side arc shots by one red die. Expensive, so put it on something that'll last the battle. Thanks to the rules wording, it won't work on the Executor's auxiliary side arcs. Typically seen on Home One with Ackbar. **'''Spinal Armament''' - Increase the front and rear arcs by one red die. The vertical brother to Enhanced Armament for one less point. **'''Slaved Turrets''' - You get to only shoot once, but you get a red die shooting at ships. This is a crippling limitation for big ships, but it's a cheaper spinal that sometimes is seen on the Nebulon-B, Arquitens, and Hardcell. * '''Not Typically Seen in the Wild''' **'''Dual Turbolaser Turrets''' - Exhaust this card to add a red die to that attack and then discard a dice from the attack (in that order). The Linked Turbolaser Towers is superior, but this is two points cheaper. **'''Quad Turbolaser Cannons''' - When attacking, if one of your red dice has an accuracy result you may add another red accuracy die to the attack. ''VERY'' situational and expensive on its own but can be combined with accuracy generating effects like H9 Turbolasers, or Captain Jonus with a ''Warlord'' title Victory. **'''Quad Battery Turrets''' - When a ship with Quad Battery Turrets is attacking an opponent that's going faster than itself, it may add a blue die to the attack. This die is added regardless of the range which is good for older, less maneuverable red dice heavy ships like Nebulon-Bs and Victory Destroyers. **'''Heavy Fire Zone''' - You can change your anti squadron dice from blue to red if you don't have a friendly fighter engaged with the defender. Pretty meta dependent and only really any use on a ship with two blues for squadrons, but gives you a chance of knocking a chunk of out of a squadron before they get to you and off the field sooner.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information