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====Hammerhead Corvette==== [[File:Hammerhead.png|thumb|300x300px|right|Hammerhead Corvettes Expansion Pack]] {{topquote|Perhaps today IS a good day to die! [[Ork_Escort#Brute|PREPARE FOR RAMMING SPEED!]]|Lt. Commander Worf, Star Trek: First Contact}} Taking the CR-90s former title as the Rebellions cheapest non-flotilla ship, the Hammerhead is a difficult ship to master and one that has a tendency to die before doing anything of value if mispositioned. Five hull is quite healthy, but with two less shields than a CR-90, 1x redirect/1x contain/1x evade defensive tokens, and a painfully mediocre maneuver chart at its top speed of 3, the Hammerhead has quite the glass jaw. But for its price, it has a great suite of upgrade slots that allow it to bring quite a bit of damage to bear, and its Task Force titles allow multiple Hammerheads to force-multiply surprisingly well. *'''Hammerhead Torpedo Corvette''' - The cheaper and more common variant has a black die in each arc, plus a blue and red in the front. Fortunately, it also has an ordnance upgrade slot, which External Racks should be all but stapled to. With a concentrate fire command (easy to dial in with Command 1) and ERs, the double-arc is 5 black, 1 blue 1 red, which is an astonishing amount of burst damage from such a cheap ship. Sure, it's probably gonna die shortly after (if not before) rolling this attack, and after spending ERs it's much less deadly, but losing a Hammerhead or two is no big deal if they were able to trade up for one of the Empire's pricey triangles. Also functions well as a cheap platform for boarding troops, and using Cham Syndulla to slice an ISDs entire 3 command stack can change the whole game - if you can pull it off. And, shockingly, there's an argument for taking them with Flight Controllers and Expanded Hangers, making them into super-flotillas; but results on the table may vary. They come two to a box, with two copies of all the non-unique upgrades therein. *'''Hammerhead Scout Corvette''' - At eight points more, the red/blue dice Scout variant is hard to use well (even with the Torpedo frame being difficult to fly as-is). At just three points less than a CR90A, you need a better game plan than slapping TRCs on it. Use Task Force Organa to give a swarm extremely cheap long-range dice fixing for their two (three with CF) red dice, or leverage its upgrade slots to do something the CR90/Nebulon can't. *'''Titles:''' **'''''Task Force Organa''''' - For just a single point, your nearby Hammerheads can exhaust each others' TFOs to gain rerolls for up to 2 dice. But, if a Hammerhead's TFO has been exhausted, it can't attack ships - which makes activation order vital, and potentially telegraphs your plan to your opponent. Increases in value the more Hammerheads you bring, and potentially suits a mixed composition of Scouts/Torpodoes using the others' TFOs at different ranges. **'''''Task Force Antilles''''' - Like TFO, TFA allows Hammerheads to tap each others' titles, this time to shunt damage around like a ship-sized Biggs. Like TFO, this is best taken with 3+ Hammerheads, but unlike TFO it has less of a downside - not repairing is way better than not shooting. Pending an FAQ, the community consensus is that this can only move one damage per attack; but run it by your Tournament Organizer or opponent before the match. **'''''Garel's Honor''''' - The only title suited to taking a single Hammerhead, Garel's Honor turns your rams into a much scarier threat. Note the wording - when ''you'' overlap, not when a ship overlaps you - so no, you can't park in front of a Star Destroyer, forcing it to ram you for more crits. With Dodonna, this can be absolutely hilarious - deploy on a flank, rocket up to speed three, and bump a ship repeatedly from an arc where it has weak dice and then slap it with super annoying crits; with Rieekan, you can guarantee the effect if you get within range at the end of the previous round.
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