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Star Wars: Armada
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===Superweapons=== *'''Superheavy Composite Beam Turbolasers (Onager-Class Only):''' - Allows your Onager to place an Ignition token at Medium range. Then, when resolving a red critical result from the superlaser arc, your opponent must take additional damage from every red or blue critical icon in your attack pool. If you're lucky, this can be up to 4 or 5 extra points of damage that the defender must soak up one at a time, most likely draining their shields for the rest of the attack to come. *'''Orbital Bombardment Particle Cannons (Onager-Class Only):''' - The closest Armada will get to having an honest-to-god nuke. It lets an Onager place an Ignition token at Long range. Then, when resolving a red critical result from the superlaser arc, every other ship at range 1 from the defender (INCLUDING friendlies, so watch out) MUST take 2 damage to any hull zone, and all squadrons MUST take 1 damage. It's strong, it's deadly, it should be considered the default upgrade for an Onager. Just remember that you don't NEED to resolve the critical effect, in case you didn't want to accidentally kill your own Gladiator or Raider engaging the defender in the process. *'''Magnite Crystal Tractor Beam Array (Starhawk Only):''' - At the end of your activation, exhaust this card to force any enemy ship at range 1-5 to match your speed. Enemy Gladiator trying to slip away after dealing a full broadside attack? Surprise! He's now speed 1. That MC80 about to start tanking damage with all green defense tokens? Speed 0 says otherwise. Granted, if you use the tractor beams at speed 0, you cannot re-ready the card until you start a turn at speed 1 or faster. But you can do some SERIOUS damage with this if you play it right.
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