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[[File:Armada Top.png|thumb|400px|center]]
[[File:Armada Top.png|400px|center]]


''Star Wars: Armada'' is a fleet-scale tabletop miniatures wargame developed by [[Fantasy Flight Games]] and set in the [[Star Wars]] universe; not to be confused with [[X-Wing|the other one]].  
''Star Wars: Armada'' is a fleet-scale tabletop miniatures wargame developed by [[Fantasy Flight Games]] and set in the [[Star Wars]] universe; not to be confused with [[X-Wing|the other one]].  
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In Armada, the fleets of the Rebellion and the Empire wage massive battles, with Star Destroyers and Mon Calamari capital ships trading fire while X-Wings and TIE Fighters engage in fierce dogfights. The game emphasizes forward planning, rewarding skilled positioning and ship commands chosen turns in advance, with an upgrade system that allows for an almost unlimited variety of list-building options.
In Armada, the fleets of the Rebellion and the Empire wage massive battles, with Star Destroyers and Mon Calamari capital ships trading fire while X-Wings and TIE Fighters engage in fierce dogfights. The game emphasizes forward planning, rewarding skilled positioning and ship commands chosen turns in advance, with an upgrade system that allows for an almost unlimited variety of list-building options.


==Why Play Armada==
=Why Play Armada=
[[File:VSD_base.png|thumb|300px|right|Relevant information is presented clearly for both players to see at a glance.]]  
[[File:VSD_base.png|thumb|300px|right|Relevant information is presented clearly for both players to see at a glance.]]  


Armada's ships come pre-painted and pre-assembled (although the squadrons come in unpainted colored plastic), saving players less interested in the hobby side the need to model and paint, while still allowing those who want it the option to [https://community.fantasyflightgames.com/forum/501-star-wars-armada-painting-and-modification/ repaint] their ships. Ships and squadrons come with all rules and tokens needed to use them, aside from the game rules available in the Core Set and as free PDFs on FFG's website, so there's no need to buy a giant rulebook or continually re-buy overpriced army books.  
Armada is a game of [[Just As Planned|planning and foresight]]. Where other games focus on turn-to-turn tactics and responding to a shifting battlefield, Armada is a game where you set your strategy in motion, and then lean back and evaluate as it unfolds - [[Not As Planned|for better or worse]]. Armada is a game of ''momentum'', that challenges your grand designs rather than your snap decision-making. You're not a sergeant commanding a squad of infantry as they assault a bunker; you're Grand Admiral Thrawn, tapping your fingers on your armrest as Star Destroyers explode in anticipated sacrifices, while bombers draw the enemy deeper into a trap that may well be about to backfire.


The rules are both straightforward and intuitive, but still allow for a great deal of complexity and depth. The ships include dials, tokens, and counters, to make tracking game information such as ship health, speed, activation, and the like quickly and easily.
Welcome to the Armada, Commander. The fleet is at your command.


A combination of factors- alternating activation, ship movement using a maneuver tool that limits their turn radius and gives them inertia, moving ''after'' shooting, and command dials (a special action the ship makes during its activation) being set as many as three turns in advance, combine to give the game incredible strategic depth and a strong emphasis on [[Just As Planned|planning and foresight]].
Armada's ships come pre-painted and pre-assembled (although squadrons come in unpainted colored plastic), saving players less interested in the hobby side the need to model and paint, while still allowing those who want it the option to [https://community.fantasyflightgames.com/forum/501-star-wars-armada-painting-and-modification/ customize] (outdated link) their models. Ships and squadrons come with all rules and tokens needed to use them, aside from the basic game rules available in the Core Set and as free PDFs on FFG's website, so there's no need to buy a giant rulebook or continually re-buy overpriced army books; and ships include dials, tokens, and counters, to make tracking game information such as ship health, speed, activation, upgrades, and the like quick and easy. The game is also well balanced - while some upgrades may be overcosted or have niche applications, and certainly some ships see the table more than others, every ship in Armada is viable and can be made to work with the right list.


==Star Wars X-Wing==
The rules are straightforward and intuitive, but still allow for a great deal of complexity and depth. Inherited from its forefather X-Wing, Armada's player base brings a "fly casual" attitude to the table, focusing on fun and civility over [[WAAC|nitpicking and tilting]], even in tournament competitions.  
[[X-Wing|Star Wars: X-Wing]] and Star Wars: Armada are completely different scales and rulesets, and while those familiar with X-Wing may notice many individual similarities, Armada is a very different game and in some instances the rules are the exact opposites of their X-Wing equivalents. While X-Wing is a tactical game of starfighter combat between small squadrons of fighters, Armada is a strategical game of fleet combat between capital ships escorted by half a dozen or more squadrons of fighters. If X-Wing draws inspiration from World War 2 dogfighting and allows you to re-enact scenes such as the Death Star trench run, Armada is inspired by WW2 carrier fleets and can simulate the entire Battle of Endor. If you want to command the full might of an Imperial Star Destroyer and throw a baker's dozen squadrons of TIE Fighters at all of your problems, you're in the right place.  


==Cost==
As a disclaimer: note that the Core Set can be a rather poor and misleading representation of the full game - giving the inaccurate impression that Rebels are ''strictly'' fragile flankers with strong squadrons, while the Empire flies slow front-firing bricks supported by glass TIEs; and often ends in very lopsided games dependent solely on whether or not the VSD managed to line up a shot with its front arc.  This assessment is in fact only MOSTLY true... not all the rebel ships can flank, and some of the imperial ones can.  ''Also with the Starhawk the Rebels eventually got a giant brick of their own; but that means accepting that movies VII-IX exist.''
Compared to [[Warhammer 40000|some other tabletop strategy games]], Armada has a relatively low entry cost and upkeep requirement. A tournament-standard 400 point fleet can run you as little $150, and staying up to date with new releases means buying just three or four new ships a year. Players on a budget will find that around $200 to $250 will get them all the ships and upgrades needed to run tournament competitive lists and never feel like they're stuck playing the same builds over and over. On the other hand, a player who goes all-in will find almost every list for a given faction can be built from a collection of one each of that faction's bigger ships and maybe two each of the smaller ones (and a friend playing the other faction to borrow upgrade cards from), which will in total cost you somehwere around $350 USD - or significantly less second hand.  


Beyond the initial purchase, staying up to date with new releases is very inexpensive. With one to two waves per year, and usually one ship per faction per wave, upkeep costs can be as low as $40 once every six months. Unlike X-Wing, it's uncommon to need to purchase duplicates of most expansions, let alone four or five copies; the exceptions being the expansions featuring smaller, cheaper ships anyways.
=Star Wars X-Wing=
[[X-Wing|Star Wars: X-Wing]] and Star Wars: Armada are completely different scales and rulesets, and while those familiar with X-Wing may notice many individual similarities, Armada is a very different game and in some instances the rules are the exact opposites of their X-Wing equivalents. While X-Wing is a tactical game of starfighter combat between small squadrons of fighters, Armada is a strategical game of fleet combat between capital ships escorted by half a dozen or more squadrons of fighters. If X-Wing draws inspiration from World War 2 dogfighting and allows you to re-enact scenes such as the Death Star trench run, Armada is inspired by WW2 carrier fleets and can simulate the entire Battle of Scarif. If you want to command the full might of an Imperial Star Destroyer and throw a baker's dozen squadrons of TIE Fighters at all of your problems, you're in the right place.  


Note that the Core Set can be a rather poor and misleading representation of the full game - giving the inaccurate impression that Rebels are fragile flankers with strong squadrons and the Empire flies slow, front-firing bricks supported by glass TIEs; and often causing very lopsided games dependent wholly on whether or not the VSD managed to line up a shot with its front arc. If possible, get someone with a complete collection to demo the game for you, rather than demoing just the ships in the Core Set.
=Cost=
Compared to [[Warhammer 40000|some other tabletop strategy games]], Armada has a relatively low entry cost and upkeep requirement. That said, Armada's price is largely front-loaded, especially compared to X-Wing, with the Core Set required to play the game running $100 MSRP, yet providing less than half a full fleet for each faction and the necessary components being impossible to split between two new players to share the cost.  


==Gameplay==
However, once that sticker shock fades off, the good news is that beyond the initial purchase staying up to date with new releases is very inexpensive. With one to two waves per year, and typically one ship per faction per wave, upkeep costs can be as low as $20-$30 once every six months. Unlike X-Wing, it is typically uncommon to need more than two of any ship, and as often as not there's limited need to buy more than one. Furthermore, only a small handful of upgrades are found only in one faction's boxes, so a player who only purchases mono-faction won't be significantly hindered. Eventually, many of those upgrades end up as alt-arts, making them plentiful and cheap to buy or easy to borrow.
The game is played on a standard 6'x4' table, with 6'x3' dedicated to gameplay and the remaining six inches per side for cards and tokens.


The first player activates a ship, and then reveals a command dial set in secret often several turns in advance. If it's a squadron command, the ship activates a number of nearby squadrons which can then engage enemy fighters or make a bombing run on an enemy ship. Then the ship fires if any targets are in range, and then after shooting, moves - making positioning a game of cat-and-mouse as you try to predict where your opponent will be, rather than being able to shoot at where he is now.
As for going from the Core Set to a full 400 points, it'll depend on which faction you want to play and what sort of fleet grabs your interest, but will likely run you around an additional $120. Obviously, if you can grab anything below MSRP - either from a [[FLGS|local retailer]] selling at a discount or buying ships second hand - then that price will begin to fall dramatically. Sample [http://cannotgetyourshipout.blogspot.com/2017/03/building-imperial-fleet-on-cheap-250.html Imperial] and [http://cannotgetyourshipout.blogspot.com/2017/03/building-fleet-for-cheap-2-rebel.html Rebel] cheap starter fleets for $250 or less (including the $100 Core Set) can be found here, if your own Google-fu fails you. Get imperials if you like pizza slices and Doritos, Rebels if you want the option to proxy potatoes and pickles as ships.


Ships attack with one or more of three colors of dice, each with a different combination of results and a different range, making up to two attacks a turn; with each of the ship's four firing arcs potentially having different numbers and colors of dice. While defending, ships have a variety of defense tokens that can be spent to reduce or redirect the incoming damage, with the remaining damage reducing their shields or damaging their hull. Ships move using a ''maneuver tool'' that restricts turning based on ship maneuverability and current speed, creating a feeling of momentum and further rewarding skilled positioning.  
As of 2020 it's now possible to buy the older upgrade cards in just a big box of cards (appropriately named the Upgrade Card Collection), for the most part allowing you to buy just the plastic you want. However you still need a starter set for things like the damage deck, and it remains the only source of the Luke Skywalker & Howlrunner squadron cards.


[[File:ArmadaShipMovement.jpg|thumb|300px|right|At speed 3, a Nebulon B can make at most 0, 1, and then 2 clicks of the maneuver tool.]]
There are also separate starter boxes for the Galactic Republic and the Confederacy of Independent Systems. Each starter has all the necessary bits you need to play, but focused on one faction and giving you a respectable starting force of three ships.


Squadrons - representing groups of X-Wings, TIE Bombers, or aces like Tycho Celchu or Boba Fett - zoom forward, engaging in dogfights or bombing enemy ships. Squadrons can only make attacks at close range, regardless of dice color, unless otherwise stated. In addition, squadrons can only move ''or'' shoot unless activated by a squadron command. On the other hand, squadrons can move in any direction at any speed up to their maximum, and can move and shoot in either order, giving them great flexibility. If enemy squadrons move into close range they become ''engaged'', meaning they are locked in a dogfight, can only make attacks on each other, and cannot move. Capital ships and squadrons both have separate attack profiles for attacking squadrons or attacking ships. Like ships, squadron aces gain defense tokens of their own.
=Gameplay=
[[File:ArmadaCommanderBattle.png|300px|thumb|right|Two Victories and an Interdictor flanked by an MC80 Liberty, Nebulon-B, and MC30 Frigate.]]


Activations alternate, with the first player activating one ship, then the second player, until both have no remaining ships to activate. Then players begin activating any squadrons that weren't already activated by a squadron command, with first player activating ''two'' squadrons, then second player activating two, and so on.
The game is played on a standard 6'x4' table, with 6'x3' dedicated to gameplay and the remaining six inches per side for cards and tokens.


===Rules Summary===
The first player activates a ship, and then reveals a command dial set in secret often several turns in advance. If it's a squadron command, the ship activates a number of nearby squadrons which can then engage enemy fighters or make a bombing run on an enemy ship. Then the ship fires if any targets are in range, and then after shooting, moves - making positioning a game of cat-and-mouse as you try to predict where your opponent will be, rather than being able to shoot at where he is now. Huge ships can also choose to pass, delaying their activation until later in the turn.  
Each round is divided into a number of phases.


====Command Phase====
Ships attack with one or more of three colors of dice, each with a different combination of results and a different range, making up to two attacks a turn; with each of the ship's four firing arcs potentially having different numbers and colors of dice. The new category of Huge ships is an exception, with six firing arcs (the basic four, and the new left-auxiliary and right-auxiliary) which can make three attacks per turn.  
*Both players set command dials for their ships in secret, with each ship having a number of command dials equal to its command value. A ship's top command is revealed at the beginning of its activation, and new commands are placed on the bottom of the stack; meaning that ships with Command 2 or 3 require planning well in advance. However, even Command 1 ships have to account for the actions of any other ships that may activate before they do in the turn. Instead of providing the command's normal effect, you can gain a command token of the same type, which offers a lesser version of the ability but can be saved for a later turn. Each ship is limited to no more than one command token per type, and no more total command tokens than its command value. A ship can spend a command token ''while'' taking the effect of the same command from a dial, to augment the effect - spending a token while using a navigate command to change speed by 2, for example.
**'''Navigate''' - When your ship moves it can make one additional click to the maneuver tool over what its card allows, and it can also raise or lower its speed by one. Note that this is normally the ''only'' way to change your ship's speed. Navigate tokens can be spent to change speed by one.
**'''Squadron''' - You can activate a number of nearby squadrons equal to your squadron value, which can move ''and'' shoot in any order. In addition to bypassing the normal restriction that squadrons can only move ''or'' shoot, this allows you to activate them earlier in the turn for an alpha strike. Squadron tokens can be spent to activate exactly one squadron.
**'''Repair''' - Your ship gains a number of engineering points equal to its engineering value; spend one to move a shield from one hull zone to another, two to regain a shield, or three to discard a damage card (regaining one hull). Engineering tokens provide half your engineering value, rounding up.
**'''Concentrate Fire''' - Add one die of a color already in the attack pool to one of your attacks. Concentrate fire tokens instead allow you to re-roll one die. If using both in the same turn, they must both be used on the same attack.


====Ship Phase====
While defending, ships have a variety of defense tokens that can be spent to reduce or redirect the incoming damage, with the remaining damage reducing their shields or damaging their hull. Ships move using a maneuver tool that restricts turning based on the given ship's maneuverability and current speed, creating a feeling of momentum and further rewarding skilled positioning and spatial planning.  
*Your ship reveals its top command dial, and chooses to either convert it into a token or use it that turn - if applicable (squadron or engineering), resolving it.
**'''Attacking''' - The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hullzone.
***First, determine arc of fire, following the lines printed on the ship's cardboard out. Then check range, using the longest range available in the dice of the firing hull zone. Finally, check line of sight, from the yellow diamond on the attacking hull zone to the yellow diamond on the defending hull zone. After all dice are rolled, effects that add or re-roll dice are resolved, and any accuracies are spent, the target gets to spend defense tokens to mitigate the damage. When firing against squadrons, your ship does not use its normal dice, but instead uses its AA value (which is the same for all hull zones). This still counts as firing from a particular arc, but unlike shooting at a ship, you roll your AA dice separately against ''every'' enemy squadron within arc and range. Like most of the other FFG Star Wars games, the system comes with its own unique dice.
***In Armada, the dice faces feature:
****'''Blank''' - a miss.
****'''Hit''' - add a point of damage to the pool.
****'''Accuracy''' - the attacker gets to prevent the defender from using one of their defense tokens. Multiple accuracies can lock down multiple defense tokens.
****'''Critical Hit''' - add a point of damage to the damage pool, and allow the attacker to resolve a critical effect. Note that unless otherwise stated, only ships and bombers can score critical hits, and only onto ships - otherwise it offers no effect and doesn't add damage. Only one critical effect can be resolved per attack, regardless of the number of critical hits rolled. All ships (and bombers) have the same critical effect by default - the first damage card is dealt face-up - with others available via upgrade cards or squadron ace abilities.
***There are three colors of dice - all three are D8s, but each features a different combination of faces and has a different range:
****'''Black dice''' (ordnance) have the shortest range, with four hits, two faces with a hit ''and'' a crit, and two blanks.
****'''Blue dice''' (ion cannons) are medium range, with four hits, two crits, and two accuracies - and ''no'' blanks.
****'''Red dice''' (turbolasers) have the longest range, with two hits, one ''double'' hit, two crits, one accuracy, and two blanks.
***Damage is taken first onto any shields, and then onto the hull. Normal damage is taken as face-down cards drawn from a damage deck, but some effects - including the default critical effect - cause face-up cards. Face-up damage cards carry a negative effect that persists until indicated by the card, or until the card is repaired by the player. Once a ship has a number of face-up and face-down cards equal to its hull value, it's destroyed.


====Moving====
Squadrons - representing groups of X-Wings, TIE Bombers, or aces like Tycho Celchu or Boba Fett - zoom forward, engaging in dogfights or bombing enemy ships. Squadrons can only make attacks at range 1, regardless of dice color. In addition, squadrons can only move ''or'' shoot (not both) unless activated by a squadron command. On the other hand, squadrons can move in any direction and any distance up to their maximum speed, and can do their movement and their attack in either order, giving them great flexibility. If two opposing squadrons move into range 1 of each other they become ''engaged'', meaning they are locked in a dogfight, unable to attack ships or move. Capital ships and squadrons both have separate attack profiles for attacking squadrons or attacking ships. Like ships, squadron aces gain defense tokens of their own to reflect their superior piloting or uniquely modified starfighter.
*After attacks have been resolved, the ship executes a maneuver- if the ship has a navigate command or spends a navigate token, it resolves its effect, then moves along the maneuver tool at its current speed and turning the joints up to the maximum allowed by its ship card. If a maneuver would cause one ship to overlap another, it moves back to the previous notch and both ships take a face-down damage card. If a ship overlaps squadrons, the opposing player places them anywhere in base contact with the ship.


====Squadron Phase====
Activations alternate, with the first player activating one ship, then the second player, until both have no unactivated ships; then players begin activating any squadrons that weren't already activated by a squadron command, with first player activating ''two'' squadrons, then second player activating two, and so on.
*Any squadrons that were not already activated by squadron commands activate, but by default they can only move ''or'' attack. The first player activates two squadrons, then second player, until all squadrons have activated. Squadrons can only attack at close range regardless of the dice in their pool, and can move up to their maximum speed in any direction.


====Status Phase====
==Rules Summary==
*Basically a clean-up stage - you reset your ships's exhausted (but not discarded!) defense tokens, and resolve any relevant upgrade effects.
Each round is divided into a number of phases.


===Fleet Building===
===Command Phase===  
Every fleet must have a flagship, which is a ship equipped with a ''Commander'' upgrade - a unique character leading your fleet, who each give a different fleet-wide effect. You cannot spend more than a third of game's point limit on squadrons, rounding up - for most games, which are played at 400 points, this means you can spend at most 134 on squadrons. Unique cards, usually characters like Darth Vader but sometimes upgrades like the Interdictor's ''Grav-Shift Reroute'', are indicated by a dot next to their name and can only be taken once per fleet (so you can't have Darth Vader as your commander ''and'' field Darth Vader's TIE Advanced at the same time). Furthermore, non-unique upgrades cannot be taken multiple times on the same ship, and a ship can only have one "modification" upgrade.
[[File:ArmadaCommands.png|right|200px]]
*Both players set a stack of command dials for their ships in secret, with each ship having a number of command dials equal to its command value. A ship's top command is revealed at the beginning of its activation, and new commands are placed on the bottom of the stack; meaning that ships with Command 2 or 3 require planning well in advance. However, even Command 1 ships have to account for the actions of any other ships that may activate before they do in the turn. Instead of providing the command's normal effect, you can gain a command token of the same type, which offers a lesser version of the ability but can be saved for a later turn. Each ship is limited to no more than one command token per type, and no more total command tokens than its command value. A ship can spend a command token ''while'' taking the effect of the same command from a dial, to augment the effect - for example, spending a token while using a navigate command to change speed by 2, or a squadron 3 ship spending a squadron dial and token to command 4 squadrons.
**'''Navigate''' - When your ship executes a maneuver, it can make one additional click to the maneuver tool over what its ship card allows, and can also raise or lower its speed by one. Navigate tokens can be spent to change speed by one. Note that these are normally the ''only'' ways to change your ship's speed.
**'''Squadron''' - You may activate a number of squadrons at close-medium range equal to your squadron value, which can then move ''and'' shoot in any order. In addition to bypassing the normal restriction that squadrons can only move ''or'' shoot, this allows you to activate them earlier in the turn for an alpha strike. A Squadron token can be spent to activate exactly one squadron, regardless of ship. Squadrons can only attack at range 1 - regardless of the color of their dice or the target - and if opposing squadrons enter range 1 of each other, they are "engaged" - unable to move or make attacks targeting ships.
**'''Repair''' - Your ship gains a number of engineering points equal to its engineering value; spend one to move a shield from one hull zone to another, two to regain a shield, or three to discard a damage card (regaining one hull); taking each option multiple times if desired. Engineering tokens provide half your engineering value, rounding up.
**'''Concentrate Fire''' - Add one die of a color already in the attack pool to one of your attacks. Concentrate Fire tokens instead allow you to re-roll one die. If using both in the same turn, they must both be used on the same attack.


Each ship has one title upgrade slot - for example, turning a generic MC80 into Admiral Ackbar's ''Home One'' - one officer upgrade slot, and a variety of other upgrade slots which vary from ship to ship. You can equip no upgrades or as many as you have slots, and you can take as few as many ships as you want (to a minimum of one, your flagship). There are two variants of each ship model, with different points costs and often different dice, squadron values, or upgrade slots.
===Ship Phase===
*The player with initiative chooses a ship to active, revealing its top command dial. You immediately must choose to either convert it into a token for later, or to use it that turn - if applicable (squadron or engineering), resolving it then. The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone if targeting a ship. Then the ship must execute a maneuver, after which the other player activates one of their ships. Players continue activating ships back and forth until all ships have activated.


You can take no squadrons, or up to your squadrons point cap worth of multiple generic squadrons and/or unique aces- such as Wedge Antilles/Luke Skywalker/Biggs Darklighter, or a group of 8 squadrons of TIE Fighters.
====Attacking====
[[File:ArmadaAttackDiagram.png|thumb|200px|right|It's less complicated in practice than it sounds.]]
*The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone (if targeting a ship).
**First, determine arc of fire, following the lines printed on the ship's cardboard as if they extended out (a laser line tool is useful for this).
**Then measure range, from the closest cardboard on the attacker to the closest cardboard of the defender, using the range ruler. The attack can only consist of dice that match the distance of the target.
**Finally, check line of sight, from the yellow diamond on the attacking hull zone to the yellow diamond on the defending hull zone (or the closest cardboard, of a squadron). If line of sight passes over a ship or obstacle, the attack is obstructed, and you must remove one die from your initial pool. If line of sight passes through one of the targets hull zone lines, then you cannot attack that hull zone at all - another hull zone is in the way!
**Then, to attack, you first roll the initial dice pool - the dice printed on your card, plus any added by effects that modify your "battery armament", such as Expanded Armaments. If this would be no dice - either because the target was out of range of your dice, or because obstruction removed all your dice, then you cannot attack - the target is too far! When firing against squadrons, your ship does not use its hull zone's normal dice, but instead uses its AA value (which is the same for all hull zones). This still counts as firing from a particular arc for that turn, but unlike shooting at a ship, you roll your AA dice as a separate attack against ''every'' enemy squadron within arc and range.
**After the initial dice are rolled, the attacker resolves any effects that take effect "while attacking", such as adding a die via a Concentrate Fire dial or Admiral Ackbar, or re-rolling dice using Leading Shots. The attacker can spend any Accuracy icons to lock down the opponents defense tokens. (Note - attacker can do these in any order, such as spending Accuracy icons before re-rolling the pool using Veteran Gunners, potentially then spending new Accuracy icons).
**After the attacker is done modifying the dice pool, the target gets to spend any defense tokens not targeted by accuracies to mitigate the damage - flipping green tokens to red (exhausted), or discarding exhausted tokens altogether. Tokens unexhaust at the end of every round - but discarded tokens are gone for the rest of the game!
**After defense tokens are spent, but before any damage is taken, the attacker has the opportunity to resolve a critical effect. To do so, there must be at least one critical hit in the pool. The crit die is ''not'' removed from the pool, and having multiple crits doesn't enable multiple critical effects - only one critical effect can be resolved per attack, regardless of the number of critical hits rolled. All ships (and squadrons with Bomber) have the same critical effect by default - "if the defender is dealt at least one damage card by this attack, deal the first damage card faceup" - with others available via upgrade cards or squadron ace abilities.
**Finally, the defender suffers any damage, one point at a time, either onto the shields or as damage cards onto the hull.  


Finally, every fleet has to select one each from three types of ''objectives''.  
[[File:ArmadaDefenses.png|300px|right]]
*Both ships and squadrons can possess defense tokens. The defender can only spend one of a given type of defense token per attack, and a specific defense token may only be spent once per attack.
**'''Brace''' - Halve the damage in the damage pool, rounding up.
**'''Redirect''' - You may take some (or all) of the damage on an adjacent hull zone, up to that hull zone's remaining shield value.
**'''Evade''' - The first defense token to be errata'd as of Armada 1.5. If the attack is at long range, cancel one die. If at medium or close range, force a re-roll on one die instead. If the ship is of a larger size class than you, you can opt to discard the token outright to force the effect on an additional die (2 discards at long, 2 rerolls at mid-close). Furthermore, the debut of the Onager introduced extreme range, where evade tokens can now cancel two dice outright. Note the timing - if an evade removes the only crit from the pool, then the attacker cannot resolve a critical effect.
**'''Scatter''' - Cancel all attack dice. As with evade, this prevents the attacker from resolving a critical effect.
**'''Contain''' - The attacker cannot resolve the ''default'' critical effect.
**'''Salvo''' - After resolving damage, you can return fire on the attacker with your ship's printed rear hull dice battery (or perform a single flak response if the attacker was a squadron). This retaliatory attack cannot be activated by the Counter keyword, the Onager's Ignition attack, or another Salvo token, but can still be triggered if your ship would otherwise be destroyed in the attack. Furthermore, you cannot add any additional dice to the attack pool or perform any critical effects other than the default.


Fleets are secret until setup begins - when fleets are revealed, the player with the lower points value chooses who goes first, giving incentive to "bidding" by intentionally taking fewer than max points to try and guarantee being first (or second!) player. First player always activates first in the ship and squadron phases, granting a significant advantage.  
*Like most of the other FFG Star Wars games, the system comes with its own unique dice. In Armada, the dice faces feature:
**'''Blank''' - a miss.
**'''Hit''' - add a point of damage to the damage pool.
**'''Accuracy''' - the attacker gets to prevent the defender from using one of their defense tokens. Multiple accuracies can lock down multiple defense tokens.
**'''Critical Hit''' - add a point of damage to the damage pool, and allow the attacker to resolve a critical effect. Note that unless otherwise stated, only ships and bombers can score critical hits, and only onto ships - otherwise it offers no effect and doesn't add any damage.


To counteract this, ''the first player has to choose from the second player's three objectives'', with most objectives granting the second player a large advantage - but moreover giving second player the ability to bring objectives uniquely suited to his list. So either fill up to the points cap, or take below the points cap and leverage being able to choose between going first or second - having first activation, or playing your objectives.
[[File:ArmadaDice.png|200px|right]]
*There are three colors of dice - all three are D8s, but each features a different combination of faces and have a different range:
**'''Black dice''' (ordnance) have the shortest range and are the most deadly, with four hits, two faces with a hit ''and'' a crit, and two blanks.
**'''Blue dice''' (ion cannons) are medium ranged and are the most accurate, with four hits, two crits, two accuracies, and ''no'' blanks.
**'''Red dice''' (turbolasers) have the longest range but are the most variable, with two hits, one ''double'' hit, two crits, one accuracy, and two blanks.
*Damage is taken first onto any shields, and then onto the hull. Normal damage is taken as face-down cards drawn from a damage deck, but some effects - including the default critical effect - cause face-up cards. Face-up damage cards carry a negative effect that persists until indicated by the card, or until the card is repaired by the player. Once a ship has a number of face-up and face-down damage cards equal to its hull value, it's destroyed.


==Ships and Squadrons==
====Determine Course====
[[File:ArmadaShipMovement.jpg|thumb|300px|right|At speed 3, a Nebulon B can make at most 0, 1, and then 2 clicks of the maneuver tool.]]
*After attacks have been resolved, the ship executes a maneuver. If the ship has a Navigate dial, or spends a Navigate token, it may change its speed by 1. Place the maneuver tool beside the ship, rotating the yaw at various distances, up to your current speed, based upon the yaw values in your ship's maneuver chart. Note that you can ''only'' pre-measure with the maneuver tool during this step! You cannot execute a maneuver that would cause you to overlap the maneuver tool (except if caused by a ram). Once you've made your decision, slot the maneuver tool into the ship's base - at that point, your decision becomes final, and you must execute it. Place your ship's base into the maneuver tool at the corresponding speed - if your maneuver would cause your ship to overlap another, it moves back to the previous notch and both ships take a face-down damage card (if it would still overlap at the previous notch, it continues to back up, potentially such that it doesn't move at all - and only the ''closest'' of any overlapped ships receives damage). If the ship overlaps friendly or enemy squadrons, the opposing player places them anywhere in base contact with the ship. Finally, if any part of the ship's base - excluding shield dials - is outside of the play area, that ship is immediately destroyed.


===Rebellion===
===Squadron Phase===
*Any squadrons that were not already activated by squadron commands activate, but by default they can only move ''or'' attack. The first player activates two squadrons, then second player, until all squadrons have activated. Squadrons can only attack at range 1 regardless of the dice in their pool, and can move up to their maximum speed in any direction.


====Small Ships====
===Status Phase===
*'''CR90 Corvette B''' - The Rebellion's cheapest non-flotilla ship, half of its Core Set composition, and one of its most iconic vessels. Four HP, 7 total shields distributed mostly evenly and just one redirect make it a very fragile ship. But with incredible maneuverability and two evades, the CR90 excels at weaving in-between the enemy's most dangerous arcs at long range, where its evades can remove one of hopefully very few dice being rolled. Support and defensive upgrade slots, along with its cheap cost, make some niche builds like Engine Techs and Reinforced Blast Doors for ramming damage possible. As a Wave I ship, it's been throw a lot of twists and turns in the meta.
*Basically a clean-up stage - you reset your ships' and squadrons' exhausted (but not discarded!) defense tokens, unexhaust any upgrade cards, and resolve any upgrade effects with this timing (eg, dead ships kept alive by Rieekan).
**'''CR90 Corvette A''' - At five points more than the CR90B, the CR90A swaps most of its blue dice for red, giving it a range out to maximum which therefore allow it to trade blows at distance with other capital ships and maintain its evasive edge and accordingly its Ion Cannon upgrade slot is swapped for Turbolasers. This is the more common variant on the table, infamously often fielded with Turbolaser Reroute Circuits to guarantee 2+ damage from long range where its evades can protect it.
**'''Titles:'''
***'''''Tantive IV''''' - When you would gain a token, another nearby friendly ship may gain it instead. Very situational, especially with the addition of Comms Net alongside the GR-75 in Wave III. Made a bit more sense back in the Wave I/II days. Found only in the core set.
***'''''Dodonna's Pride''''' - As a blue crit effect, cancel all attack dice to deal one faceup damage card. Like a watered-down APTs, this can allow you to sneak a devastating effect onto an enemy ship that thought it was safe behind its shields - especially when paired with its namesake Commander. Note the timing - crit effects resolve ''after'' defense tokens are spent, so this doesn't allow you to freely bypass scatter or evade tokens. Deceptively difficult to pull off - even on a CR90B with Engine Techs, getting into medium range without blowing up can be hard, and then you have to roll a crit to even use it. Take leading shots to try and fish for that crit, and you're spending a hefty chunk of change on a gimmick that could've been better spent just dealing raw damage. It has its uses, but a CR90B with ''Dodonna's Pride'' can't just be dropped into any list and expected to earn its keep, as first reading might suggest.
***'''''Jaina's Light''''' - For two points, you ignore obstacles and can't be obstructed. Combined with TRCs, this can allow a CR90A a lot of survivability - hiding behind rocks for obstruction plus cancelling a second die with evade - while it can freely dish out its own damage in return. So cheap it can often be taken on a whim, and combos well with the CR90As evasive, skirmishing playstyle.


*'''Nebulon B''' - Slower and much less agile than a CR90, but with stronger forward firepower and shields, five hull, and a pair of incredibly useful brace tokens. Lacking any redirects and with extremely large and weakly shielded side arcs, it can die very easily to bad positioning or enemy bombers - more than almost any other ship, a badly flown Neb-B is a dead Neb-B. But fly slow, keep your nose pointed at the enemy, and don't get into both range and arc of anything bigger than you at the same time, and the Nebulon is a solid long range red dice platform.
==Fleet Building==
**'''Nebulon B Support Refit''' - The cheaper variant maintains the same anti-ship weapons as its pricier sibling, making it well suited to use for the ''Salvation'' or ''Redemption'' titles, or as a turbolaser platform with the right upgrade.
[[File:ArmadaUpgrades.png|right|300x300px]]
**'''Nebulon B Escort Frigate''' - For six points, the ship's anti-squadron increases by one blue die, and its squadron value improves by one. A solid pick with the ''Yavaris'' title, which allows its low squadron value to punch well above its weight class.
Every fleet ''must'' have exactly one "flagship" - a ship equipped with your Commander, a unique character leading your fleet and granting a fleet-wide effect. Any ship other than a Flotilla can serve as your flagship.  
**'''Titles:'''
***'''''Salvation''''' - Crits out your front arc count for two damage rather than one. Slap it on a Support Refit for a cheap sniper ship. For sillier builds, TRCs, Spinal Armaments, Commander Sato, and/or the Opening Salvo objective (alongside concentrated fire commands) can boost your long range front arc damage output to terrifying levels.
***'''''Yavaris''''' - Squadrons you activate can shoot twice if they stay still. Watch your opponent's face turn to horror as Wedge Antilles rolls 12 blue dice in a single turn, Keyan Farlander pulls up to 8 damage against an enemy ship, or Luke Skywalker puts two face-up damage onto a full health ISD. Combine with Adar Tallon to make one of them do it a ''third'' time. The only downsides are deciding which of the many viable candidates to activate, and the Nebulon's poor squadron value and lack of an offensive upgrade slot. The latter can be mitigated by Raymus Antilles, a Comms Net GR-75, or commander Leia Organa.
***'''''Redemption''''' - Whenever a friendly ship within range 5 resolves a repair command, they gain an extra engineering point. Turns the ship into a floating medical barge, This can be a lifeline for small engineering 2 ships who cannot repair hull points with just an engineering dial, and enables engineering 4 ships to remove damage cards with just an engineering token. Note that because it does not say "''another'' friendly ship", ''Redemption'' benefits from its own effect. Found only in the core set.


*'''MC30c Frigate''' - The MC30 is primarily a means of transporting black dice to the enemy fleet, which it excels at. With 3 black / 2 other dice in its side arcs, the maneuverability at speed 3 of a CR90, and access to both weapons and ordnance slots, it has the ability to reduce even an Imperial Star Destroyer to space dust with the right upgrades and some skilled flying. With a close range double arc, the MC30 can spit out up to 10 damage onto a single target from its black dice alone, even before considering the blue/reds or any upgrades such as APTs or TRCs. On the flipside, it's very flimsy, with just four hull, its speed 4 maneuverability leaves something to be desired, and it lacks the ability of ''Demolisher'' to project damage in a huge area. Skilled piloting, a bid for first player, and activation advantage can all be used to mitigate its fragility.
Each ship can equip one Title upgrade (for example, turning a generic MC80 into Admiral Ackbar's ''Home One'') and/or your Commander, plus a variety of other upgrades depending on the upgrade icons on its ship card. You can equip no upgrades, or as many as you have slots, and you can take as few or as many ships as you want (to a minimum of one, your flagship). There are at least two variants of each ship model, with different point costs, dice, Squadron values, or upgrade slots. Unique cards, usually characters like Darth Vader but sometimes upgrades like the Interdictor's Grav-Shift Reroute, are indicated by a dot next to their name and can only be taken once per fleet - so you can't have Darth Vader as your Commander ''and'' field Darth Vader's TIE Advanced at the same time, or field both Officer ''and'' Commander Leia. The same upgrade can't be taken more than once on the same ship, and a ship can have at most one upgrade with the "Modification" keyword.
**'''MC30c Torpedo Frigate''' - The cheaper MC30c is generally the more common one. Usually kitted with Ordnance Experts, Assault Proton Torpedoes, ''Admonition'', and possibly an Intel Officer or Lando Calrissian; but even builds with Enhanced Armaments to leverage Admiral Ackbar's ability at long range have merit, bumping the MC30c's side arcs to match an ISD-I's front arc.
**'''MC30c Scout Frigate''' - For six points, swaps its blue dice for red - otherwise mostly the same as above. While two dice out the side at long range isn't much to sniff at, once again, pairing with Enhanced Armament and/or Admiral Ackbar can boost your side arcs' red dice to Star Destroyer levels. For a few points less than an Assault Frigate, you can get very similar long range damage but dramatically enhanced short range damage (at the cost of survivability, among other things).
**'''Titles:'''
***'''''Admonition''''' - Discard (not spend!) a defense token to cancel one attack die. This is much more powerful than it first appears, as the MC30 lives or dies by a point or two of damage by nature of its weakness and close-range damage potential.
***'''''Foresight''''' - Your evades affect an additional die, and your redirects can draw from an additional adjacent hull zone. Generally the weaker of the two. The MC30 wants to make close on the enemy, making its evades dubious, and manages to use every ounce of its shields as often as not. Still, works well if Admonition is already taken by another MC30, or with Mon Mothma supercharging its evades.


*'''Pelta''' - The Pelta is a support ship, offering a unique "Fleet Command" upgrade slot that can house one of three spend-a-matching-token-or-discard-to-activate fleet wide benefits. "Shields to Maximum!" allows all friendly ships to recover one shield, effectively acting as a fleet-wide repair dial - but is difficult to earn its cost back, amounting to two engineering points per ship that has taken damage but also not just died. "All Fighters, Follow Me!" increases the speed of all squadrons activated via a squadron command by one (to a maximum of five), giving your fighters stronger alpha-strike potential and allowing slower squadrons to get where they need to be. "Entrapment Formation!" allows friendly ships to change their speed by one, effectively granting a fleet-wide navigate token- combined with navigate commands/tokens, the ability for your ships to change speed by two (or even three) in a single turn can catch your opponent off-guard. It has a decent array of dice for its price, but is hampered by its maximum speed of two, only one each of its defense tokens, and a comparative lack of access to damage-increasing upgrade slots. Having a support upgrade slot and two yaw at speed 1 make it a potential candidate for engine techs, which can alleviate its speed issues somewhat; and an engineering value of four along with a brace, redirect, ''and'' evade can keep it alive longer than some of the Rebellion's other small ships - although it can also die that much faster if it finds its tokens blocked by accuracies.
You cannot spend more than a third of the match's point limit on squadrons, rounding up, and can only take one named, defense token-carrying "ace" squadron per 100 fleet points of the agreed total for each fleet. For most games, played at 400 points, this means you can take at most 134 points worth of squadrons and a maximum of four aces. You can take none, or up to your squadrons point cap; taking multiple generic squadrons and/or unique aces - such as a "Red Squadron" wing of Wedge Antilles/Luke Skywalker/Biggs Darklighter, or simply 8 groups of TIE Fighters.
**'''Modified Pelta-Class Assault Ship''' - The cheaper variant is the less commonly seen. An assault Pelta with engine techs costs similarly to the MC30, but that ship offers more dice, stronger shielding, higher speed, duplicate tokens, weapons team/defensive/ion or turbolaser slots, and pairs better with smany of the Rebel commanders (Ackbar, Cracken, Mothma, Sato). In comparison, the Pelta offers increased maneuverability (being II-II or I-I-II with engine techs), an extra point of engineering, and a brace token, alongside trading the MC30's defensive titles for the ''Phoenix Home'' allowing a second officer upgrade. In all, the Assault Pelta is typically edged out by the MC30, but it has its own niche use cases.
**'''Modified Pelta-Class Command Ship''' - For four points, gains two extra squadron, switches its black anti-ship dice to blue, drops its black AA die, and swaps the ordnance upgrade slot for an offensive retrofit. Accordingly, it is well suited to a carrier role - expanded hanger bay or boosted comms suit its squadron 4 well, it has a support slot for a fighter coordination team, and combined with a source of squadron tokens for AFFM (Raymus Antilles, Ashoka Tano, Comms Net Flotilla, Garm Bel Iblis, etc) and a Flight Commander, it can rev B-Wings up to speed 3+1, or hurl X-Wings further than your opponents speed 5 TIEs.
**'''Titles:'''
***'''''Phoenix Home''''' - The Pelta's only title grants it a second officer slot and ups its maximum token count to four. Note the wording doesn't affect the Pelta's command value, so Garm doesn't grant the Pelta four tokens. Potential combinations include Raymus/Ashoka, Veteran Captain/Toryn Farr, etc.


*'''Hammerhead Corvette''' - Releasing as part of Wave VI, in late May or June.
[[File:ArmadaObjectives.png|right|150x150px]]


====Medium Ships====
Finally, every fleet has to select one each from three types, of ''objectives'' - Assault, Defense, and Navigation. Every game is played using one of the players' chosen objectives. During setup, the player with the lower points value chooses who goes first, giving incentive to "bidding" by intentionally taking fewer than max points to try and guarantee being first (or second) player. First player always activates first in the ship and squadron phases, [[Go|granting a significant advantage]]. To counteract this, ''the first player has to choose one of the second player's three objectives to play that game'', with most objectives granting the second player a large advantage - but moreover, giving second player the ability to bring objectives uniquely suited to his list.
*'''Assault Frigate Mark II B''' - Less a "frigate" and much more comparable to a Victory Star Destroyer. Although they have less Hull points than the Victory Star Destroyer, they have the same Command/Squad/Engineering values so make a great centerpiece for your fleet, as well as being one of the few mid-sized vessels that have four shields on the front arc and still having a top speed of three so you can outrun Imperial vessels. However, it's front/rear weapons leave a little to be desired and from those arcs can be easily outgunned by nearly any other capital ship, despite having a meaty four dice on the broadsides.
**'''Assault Frigate Mark II A''' - The upgunned version of the Assault Frigate, gaining a blue attack dice on the front and rear arcs as well as on its AA guns. The downside is that it lost a point of squadron command to fit in all the extra guns, so it is more of a battlecruiser than a fleet carrier.
**'''Gallant Haven (Assault Frigate Title)''' - Squadrons at distance 1 take one less damage from attacks. Keeps your squadrons safe from the TIE deathball that Imps love to throw at you. Consider using it to cart B-wings into battle.
**'''Paragon (Assault Frigate Title)''' - If you hit the same ship twice, you get to add a black die on the second hit regardless of range. Useful for a gunship-built AF.


====Large Ships====
=Campaign Expansions=
*'''MC80 Command Cruiser''' - Introduced in wave II, these are the rebel big boys, with broadsides as powerful as the front guns on the Victory Destroyers which it is going to need because it is only as fast and maneuverable as a Victory Star Destroyer. It also has two dice for AA capability. Comparatively speaking, it's less durable than the Imperial Star Destroyer because it has fewer hull points, although it has slightly stronger shields to the sides and rear which are easier to repair if they get knocked out. Be careful of going toe-to-toe with Imperial starships because its front and rear weapon arcs are not particularly worth calling home about, and because of its poorer speed with respect to the rest of your fleet, it requires good positioning more than any other capital ship, if you keep it to the periphery you lose the benefit of your opposite broadside, but if you move it too centrally you can be outflanked.
**'''MC80 Assault Cruiser''' - Like the Assault Frigate Mk II, the MC80 upgrade loses a point of Command to fit in the extra guns, swapping a blue dice in each arc for a red one, giving you more long range firepower. The same goes for the anti-squadron firepower which swaps out a black for a blue. Its worth is dependent on a couple of things: its increased broadside potential at longer ranges is basically indicating that you need to run it right up the middle of the battle-zone to get full use out of it. The Assault Cruiser will dominate in both directions but you're obviously going to take a lot of return fire and worry about being out-maneuvered, so more than the Command Cruiser you're going to need to think about what other ships in your fleet can support it. Where the Command Cruiser is better at supporting the rest of your fleet instead.
** '''Home One (MC80 Title)''' - Ackbar's flagship gives a buff to every ship within distance five by letting it change one did to an Accuracy result every time it attacks.
** '''Defiance (MC80 Title)''' - Lets you roll one additional attack die of any color when attacking a ship that's already activated this turn.
** '''Independence (MC80 Title)''' - Makes the ''Corrupter'' look like a chump. Whenever you issue a squadron command, each squadron you activate can move at speed 4. They can't attack that turn, but that's a small price to pay for high-speed B-wings.
*'''MC80 Star Cruiser:''' Arriving in Wave IV, you get a second Large-Base starship which will confuse you because it is also named "MC80". However, this "winged"/"Liberty" version is so utterly unlike it's precursor that it is a different beast entirely. This one is clearly a head-on slugger rather than a broadside positional player, putting it into a similar role to Imperial ships, outside of typical Rebel roles. Its front arc has seven dice ''(four blues / three reds)'' and five shields; which is more potency in one arc than any other rebel ship can put out. But the other arcs suffer, having at most only three attack dice and two shields, so if this ship gets flanked it's in deep trouble. It is faster than the ''Home One'' MC80, but still can only turn twice. It only has a squadron score of 2 so isn't fantastic in support, while in terms of anti-squadron turrets it only has one black dice. So it if it's not making the beeline towards enemy capital ships it's not adding much to its fleet. You need this thing to straight up punch your enemy; while this is novel as a rebel player, those points might be better spent elsewhere.
**'''MC80 Battle Cruiser:''' yet another straight upgrade. Changing a blue for a red in the front and rear arc, as well as adding a black anti-squadron dice. None of this changes its role, but the upgrades would be desirable in helping it do what it needs to do by allowing it to do a little more damage from further away.


====Flotillas====
===The Corellian Conflict===
*'''GR-75 Medium Transports:''' You have have NO GUNS!!! Only a single black to fend off enemy TIEs. This flotilla exists only to deliver your squadrons to where they need to go, and since Rebel squadrons are generally better than Imperial ones, taking a few GR-75's can be a good choice.  Give it the expanded hangar bay tif you play with a lot of squadrons. Or give it the Bomber Command Center, since most of the Rebel squadrons will benefit from it.
[[File:CorellianConflict.png|400px|right]]
**'''GR-75 Combat Retrofits:''' swaps that squadron black for a blue, and puts a blue dice in the front and rear arc. None of this changes the role of the flotilla but at least gives it some semblance of retaliation when the Star Destroyers start chasing them down.
**'''Quantum Storm (GR-75 title):''' when you perform a manoeuvre order, you may perform an additional speed 1 move with no turn value. Meaning you can get a burst of speed to get yourself out of harms way ''(remember you can measure distances at any time)'' or you can use it to catch up with your squadrons, which might have overtaken you from earlier turns. Quantum Storm is a good buy.
**'''Bright Hope (GR-75 title):''' When you take damage in the front or side arcs, you reduce the damage by one point. On paper this may sound like a good buy for two points, but generally speaking, one point is not going to save you from the front cannons of Imperial cruisers. Plus you have the "Scatter" defenses, which negates damage entirely ''(so long as no accuracy results are rolled)''. On the other hand, this does make the flotilla slightly more survivable against bomber thrusts, forcing Imps to actually devote another ship to swatting them out of space.


====Squadrons====
The Corellian Conflict introduces a 2-6 player campaign set in the Corellian Sector. Splitting into Rebel and Imperial teams, the players battle for control over planets and resources on a sector map, building up to 500 point fleets while their ships and characters become skilled veterans, or battle-damaged junkers. New mechanics allow for players to retreat to hyperspace rather than wage a losing battle that may have their ships (and their upgrades, titles, etc.) permanently destroyed, or ''emerge'' from hyperspace to reinforce their allies during the campaign's ultimate, 1000 point all-out battle. As each team is limited to one of each unique across all of their fleets, and makes their offensive and defensive decisions as a group, each player can opt to specialize their fleet in a certain type of task, or take on the harder battles while weakened fleets repair and rearm.
*'''X-Wing Squadron''' - Your "basic" squadron, but is probably weight for weight one of the ''best'' squadrons in the entire game; there is very little that X-Wings cannot do. With four blue dice against enemy TIEs they are one of the best anti-squadron attackers around; and despite having only a single red dice against enemy capital ships, because X-Wings have the ''"Bomber"'' rule they do regular damage on crit rolls and are allowed to resolve critical effects rather than only causing damage on "hit" icons meaning that they have some high damage potential against any enemy target of your choosing. Also, with the ''"Escort"'' rule and their five hull points they can effectively [[tank]] hits intended for your other more specialist squadrons. In fact, with the benefits of being a squadron rather than a starship ''(ignoring crit results and generally being unaffected by accuracy results)'' they are more resilient than some rebel capital ships and are more likely to survive the game. In the end, they come in the starter box, and in the rebel fighter booster pack, therefore you have no excuse not to field X-Wings in support of any/every other squadron you field.
**'''Rogue Squadron''' - For 1 point more, drop Escort for Rogue. Given that Rebel ships tend to have lower squadron values, and Escort is plentiful and cheap for Rebs, this can let you field one extra squadron.
**'''Luke Skywalker''' - your first unique character squadron. Much better than regular X-Wings for a couple of reasons. First they can use defensive tactics to brace against incoming hits, allowing you to reduce incoming damage by half, unless your opponent can roll "accuracy" to remove it. He also ignores shields on enemy capital ships, applying his damage directly to the hull. His capital attack dice are black rather than the normal red for X-Wings, meaning his squadron cannot roll "accurate" himself, not that it actually matters, since a single "accurate" result doesn't do any damage by itself. So it's even better being black because the best result is Crit ''plus'' hit, meaning he inflicts even more damage directly through enemy shield values. ''The Force is strong with this one.''
**'''Wedge Antilles''' - Much like Luke, Wedge gets the same defensive tactics, and rolls black against capital ships. However his real bonus is against enemy squadrons making him a much better dogfighter rather than ship-hunter. He adds two blue dice ''(six total)'' against enemy squadrons that have already been activated so it pays to have Wedge wait until later in the turn and attack exposed units of opportunity, being virtually guaranteed to destroy weak-ass TIE fighters in one go.
*'''B-Wing Squadron''' - Straight up bombers rolling blue & black against capital ships, they just as resilient as X-Wings and have the same firepower as a regular TIE fighter, so on paper they look pretty good. However, they are slow as HELL, being the ''s-l-o-w-e-s-t'' of any squadron currently available. This can be a critical failure if you position them incorrectly during the initial game set-up, as they will spend much of the game chasing their target around the table and will struggle to justify themselves by the end of the game when your X/Y-Wings could have got there earlier and done more damage over time. One good use for them is to keep them in command radius of your capital ships and use them as picket fighters. They move at a rate similar to your own capital ships when issued a squadron order will gasp forward on the offensive, making for good defensive screens against enemy fighters/bombers as well as being a fantastic extra punch when your own capital ships get into a melee with your enemy. If you were just looking for Independent bombers you should go for combinations of X/Y wings instead.
**'''Keyan Farlander''' - King of bombers, may re-roll his attack dice against capital ships if they have no shields in the ark you are attacking. If your strategy centers around bombing ships into oblivion rather than trading blows with Capital ships, you want him on side. And you are the Rebels, so YES you will be using fighters over Capital ships.
*'''Y-Wing Squadron''' - Faster and more resilient than B-Wings and like them are also bombers, but with poorer attack rolls. They are also "Heavy" fighters, which is a bit of a penalty, because your opponent's squadrons can disengage from you or attack targets outside of the engagement at his leisure and because they aren't great in squadron dogfights, you really should keep them accompanied by at least one squadron of X-Wings to mop up any TIE fighters that they will inevitably fly into, or get your A-Wings to fly forward to interdict those fighters and give your Y-Wings a free pass to enemy capital ships. The cheapest of the Rebel fighters, though, and with a whopping 6 hull are amazingly beefy even unsupported (though their pitiful anti-squadron dice means they won't be doing anything for the game if they get locked up.)
**'''Dutch Vander''' - Special Y-Wings that are better at dealing with enemy squadrons rather than Capital Ships, they have one extra attack dice in a dogfight engagement and if they attack an "un-activated" squadron they cause it to become activated, rendering it useless to your opponent for that turn. If it was already activated they do one extra point of damage instead. Dutch is a good trolling tool and like the other special characters can brace against impact and reduce incoming damage.
*'''A-Wing Squadron''' - Exemplary interceptor craft. They have a top speed of 5, meaning you can move them pretty much anywhere you need them, making them like superfast TIE fighters with a smidgem more resilience. Although they have a poorer hull strength and damage potential than the X-Wing, they have the "Counter 2" rule, which is essentially a free attack of two blue dice against any squadron that attacks you, even if you have been destroyed. Now that's not a rule you want to have to rely upon since you'll always want to try and attack first rather than ''be attacked'', but at least it forces your opponent to take a big risk when attempting to attack them. Even though they don't have Bomber, their black battery die means they can finish off damaged ships in a pinch.
**'''Tycho Celchu''' - A-Wings with no statistical difference, but for the defensive abilities of being an Ace pilot, including one Scatter defense token, and the special ability where his squadron can move or shoot out of the engagement freely. Sort of like an inverse "Heavy" rule, so your enemy cannot trap you in position for any longer than you want him to. He's fine without squadron command, use him to lock up incoming bombers early, and then peel him away once the rest of your fighters get there.
*'''YT-1300''' - Tough as nails, but slow as B-wings. Escort and Counter 1 mean you can use this as a temporary shelter, but don't expect it to go anywhere fast. Alternatively, plant in locations as a one-ship tarpit for enemy squadrons.
**'''Han Solo''' - The Falcon is a completely different beast under the hood. Faster, stronger, but ditches the YT-1300's stock abilities for Grit (needs more than one squad to lock him down) and Rogue (move and shoot in the Squadron phase). And thanks to Han's special ability, he can instead take his move at the beginning of the ''Ship'' phase, which means he always shoots first. Pretty capable assault fighter now, instead of a slow-ass escort.
*'''YT-2400''' - A neat little ship with above average in all categories, and the Rogue keyword. Excellent for squadron command-strapped lists like corvette spam.
**'''Dash Rendar''' - Adds Bomber, Brace tokens, and rerolls based on how many squads he's tangled up with. Otherwise, use like the non-Ace version.
*'''HWK-290''' - A medium speed, medium armor, support ship with crap for guns. Counter 2 helps make it up slightly, but Intel is what you're here for. For 12 points, you can force your guys through a fighter screen regardless of engagement. Consider adding to an XY-wing blob.
**'''Jan Ors''' - Even better support. Not only does she come with two Brace tokens, the blob she's supporting can use them too. Suddenly all your pilots have ace survivability.
*'''H-6 Bomber''' - Basically a Y-Wing with Grit and a B-wing's anti-ship dice for 6 more points. Hard to justify.
**'''Nym''' - Trades Grit for Rogue, gains Braces, and most importantly, blue crits burn an enemy defense token of your choice. Might be an interesting choice as an independent bomber, except his anti-squad dice still suck and he has no way to get out of being tarpitted. Weirdly enough, he doesn't have Heavy, which means that at the very least he can lock the tarpit with him.
*'''Z-95 Headhunter Squadron''' - Did you want the cheapest squadrons you can field? For one point ''less'' than a TIE squadron, you can field these psuedo-TIEs with red dice instead of blue and X-wing speed. Don't expect them to live, but red dice means these can be hilariously swingy with a possibility of rolling 6 damage if luck is on your side.
**'''Lieutenant Blount''' - A worse Howlrunner for cheaper. Instead of an extra die, they get an extra reroll.
*'''E-wing Squadron''' - Do you really not need all that many Escort fighters? Consider these upgraded X-wings instead. For two more points, they move up to TIE fighter speed, and trade Escort for the Snipe ability, which lets them take potshots at other squadrons at distance 2.
**'''Corran Horn''' - Rogue E-wing that has two Braces and can Snipe with all its dice. Not bad.
*'''Lancer-class Pursuit Craft''' - A good all-around squadron, much like the X-wing. Rogue and Grit means they can operate relatively unsupported.
**'''Ketsu Onyo''' - A Pursuit Craft that's, well, much better at pursuing. Ace status means close-by enemy squadrons get a massive speed drain, messing up even most tunneling abilities like Grit and Intel.
*'''VCX-100 Freighter''' - Tough, and not terrible in a firefight, but only Relay 1 means that you'd probably want a good hard look at whether or not GR-75s would serve you better. Unless you have Yavaris / Adar Tallon, then by all means take these.
**'''Hera Syndulla''' - Tough, Rogue fighter that gives Rogue to two squadrons nearby. Expensive, but in the end not that bad considering it's basically a Millennium Falcon with Squadron 2. Just watch that single Brace token.


===Imperials===
In addition to the campaign components, the Corellian Conflict also introduces new material for standard Armada games. Four new Objectives per type (as well as a new Dust Field Obstacle that blocks ''all'' attacks) increase your list building options, as well as the variety of lists you must be prepared to counter; and each of the squadron types in the Rebel and Imperial ''Squadrons 1'' boxes get two new unique squadron cards/bases - one new ace, and one new unique that lacks defense tokens but brings new options to the table - for a total of 16 new squadrons.


====Small Ships====
=Faction Tactics=
*'''Gladiator I Class Star Destroyer''' - Smaller, faster and more maneuverable than the Victory class and arguably more maneuverable than the Nebulon B frigate since it can turn twice at speed 1 and is actually comparable to the Nebulon B Escort version in terms of command/squadron/engineering points but with even better shielding, making it a good option for lower point games, or as a supporting ship to a Victory. It is however poor at medium>long range, only having short ranged attacks on the sides, but even then it has four black on each side, making it more deadly in close engagements than a Victory would be. Slap Assault Concussion Missiles on it. Just do it. Engine Techs is also amazing at letting it chase down ships into black range and flick itself into proper position with a two-yaw final maneuver.
**'''Gladiator II Class Star Destroyer''' - the upgunned version of the Gladiator, replacing one of those short ranged dice on the sides with a long ranged red one. It gives it a little more bite at distance so thankfully it can't just be sniped by your enemy any more. It also has the AA capability increased meaning it can deal with enemy squadrons better than most Imperial Capital ships.
**'''Insidious (Gladiator Title)''' - Black dice ''(short range)'' can be used up to medium range, but ''only'' when your ship fires at the rear zone of an enemy vessel. As much as this sounds like a poor upgrade, it can make quite a difference, particularly because Gladiators have a majority of black attack dice anyway, so are otherwise mostly useless at mid ranges, and because they are fairly quick and maneuverable, so you can actually make an effort exploit this upgrade.
**'''Demolisher (Gladiator Title)''' - You can perform one of your attacks ''AFTER'' you execute your maneuver. It cannot be understated how much of a difference this makes, since normally you have to shoot BEFORE you move. For ten points this can '''massively''' change the way you plan your tactics and position with this ship. Bear in mind this attack is still subject to the normal rules, so you cannot fire from one arc, move and fire from that arc again. But either way your threat radius for the vessel expands remarkably. Combine with Engine Techs, and you can now even fire in the middle of your effectively speed-4 move if you wanted to.
*'''Raider Class I-Corvette'''- Wave II, comparable to the CR90 Corvette. Fast but with virtually no long ranged firepower, what it does well is as an anti-fighter gunboat, creating a threat to those high value rebel starfighters that annoy you so much. Surprisingly durable with a Brace token though, and with an okay amount of black dice and an ordnance upgrade slot, can be kitted out into an aggressive infighter. Alternatively, kit it out with some squadron upgrades and use it as forward squadron support, shooting into the melee and boosting attack damage with Flight Controllers.
**'''Raider Class II-Corvette''' - On paper, looks good trading one black from the front arc and anti-starfighter guns for one blue each, along with an ion cannon upgrade slot. In practice, black dice is what the Raider does best, and this has less of them. At best you might be able to use it as a cheap ion cannon boat.
**'''Impetuous''' - A bit of extra anti-starfighter power. Take a free shot at a single squadron in range after you do your normal shots. Pair with Ruthless Strategists to assassinate enemy aces.
**'''Instigator''' - Enemy squadrons in distance one get engaged as if there were two squadrons nearby. Can blunt a bomber wing coming in and then hand it off to some TIEs, but in order to use it as a fighter screen substitute you'll have to engage them before they can shoot at your other ships.
*'''Quasar Fire-class cruiser-carrier''' -


====Medium Ships====
* [[Armada/Tactics/Rebel_Alliance|Rebel Alliance]]
*'''Victory I Class Star Destroyer''' - What you get right out of the core box. Has hull, command, squadron and engineering points out of the wazoo so it makes a good centerpiece for your forces, as well as having 3 Shields on the front and side arcs. The problems with it are obvious though, it steers like a cow and plods along like it just doesn't care, so if it gets out-maneuvered it could be in trouble as it's shielding on the rear is only one point strong. It also suffers from a range imbalance with its weapons, having blacks mixed with reds, meaning it is fantastic at short range, but poorer at medium>long ranges, comparable to the Rebels Nebulon B frigates at those distances. It's also not that fantastic at dealing with enemy squadrons, having only a single blue dice, but that's why you've got TIEs.
* [[Armada/Tactics/Empire|Galactic Empire]]
**'''Victory II Class Star Destroyer''' - the upgraded version improves the firepower considerably, replacing those black dice with blues, giving the Victory I an impressive presence out to the medium range. Don't expect to use the front arc very often, but six dice at medium range is scary enough you can just swivel it to deny entire regions of the board.
* [[Armada/Tactics/The Galactic Republic|The Galactic Republic]]
**'''Dominator (Victory Title)''' - You can reduce up to two of your shields from any of your hull zones to add that many blue dice to an attack. This becomes a risky venture, particular if it's early in the game since you have to explicitly order your ship to get those shields back. Though you can find use for it late game if you know you can demolish an enemy ship in a single barrage of firepower, and you won't have to worry about reprisals.
* [[Armada/Tactics/Confederacy of Independent Systems|Confederacy of Independent Systems]]
**'''Corrupter (Victory Title)''' - ''Rebels look at this with envy.'' When you issue an order to Bombers, they increase their speed by one. If you've got TIE bombers, then you'll want this as it increases your reach and allows you to better exploit openings in your enemy's fighter screens. Combine with Rhymer and your bombers now have an obscene alpha strike radius.
**'''Warlord (Victory Title)''' - Can be helpful, when you attack, you can replace a single "accuracy" result with a "hit" result instead. So if you have a bad roll and end up with more accuracy than you require it allows you to do more damage. This also applies to anti-squadron shooting, where those accuracy results do sweet FA. So in essence the Warlord is more reliable. For those red dice, it CAN turn accuracy into double hit. Consider Sensor Team for reliable two damage on one of your anti-ship shots.


*'''Interdictor Class Cruiser''' - The second medium sized starship available to the Imperials. We'll get to its ''Experimental Retrofit'' later, but on its own it is comparable to the Victory Star Destroyer: It is still slow, but is more maneuverable; it has one more die on its broadsides, but one less shield on its sides; It has one more hull point, Engineering point and it has access to the ''Contain'' defense, but has one less Command and Squadron point. It's not really there to act as a centerpiece for your fleet and will generally lose a straight up fire-fight with Rebel ships of similar size. But is a potential game-changer for how it can screw with your opponents due to its ability to take "Expermental Retrofit" upgrades which generally influence the way ships get deployed at the start of the battle, or can decrease enemy speed or force re-rolls on enemy attack dice.
=Non-Faction Upgrades=
**'''Interdictor Suppression Refit''' - The primary version comes with ''two'' Experimental Retrofit slots so you can get maximum use out of your gravity messing abilities.
**'''Interdictor Combat Refit:''' - The more expensive of the ship types swaps a blue dice in the front/side arcs for a red dice. Giving it more bite at longer range, which is good because you don't want this thing attempting to duke it out with capital ships. It also gains an extra black dice for anti-squadron fire. However, it loses one Expermental Retrofit upgrade slot so despite the "improvements" to the design, you might be better suited going for the Suppression refit unless there is only one upgrade card you really want, or you're playing a really small game and this is going to be your flagship.
**'''Interdictor (Interdictor Title)''' - This cleverly named, three point, title allows you to exhaust the title card itself when you activate the ship in order to ready any upgrade card. That means you can generally use your Experimental G-8 Projector or your Targeting Scramblers twice in a given turn, but it also applies to any limited-use upgrades that you may take. You can also use it to ready cards that your opponent has forcibly exhausted through use of things like Ion Cannons, so this is definitely a tricky little number that can get your opponent scratching his head.


====Large Ships====
===Officers===
*'''Imperial I-Class Star Destroyer''' - The iconic Star Destroyer and the first of the "Large" category of starships. This ship is a veritable beast that will chew up enemy ships in a straight up fight. With <u>eight</u> dice in the front arc of variable colour it is a huge threat to anything it points at and even the side arcs have four dice for awesome potential. Bizarrely, its rear arc is better at medium range than its side arcs, so opponents should think carefully about trying to outmaneuver this beast. 11 hull points are to be expected, along with a large pool of command, squadron and engineering points, so this ship does everything you want it to. Oddly, for a ship this size it has speed 3, making it quicker and more maneuverable than the Victory class, which fits the fluff, since it was meant to be a straight improvement. But it will make your rebel opponents cry when they can't escape this thing. The last thing to note is the new "Contain" defense, which negates Crits caused by normal attacks, meaning this thing has greater resistance to status debuffs than smaller vessels. Of note, unlike the Imperial-II, the Imperial-I has space for ''two'' Offensive Retrofits, making it much better for a carrier build. The price tag is hefty, but probably worth every penny.
*'''Intel Officer''' - Exhaust after rolling your initial dice pool (but before resolving any effects, like Concentrate Fire) pick a defense token, and your opponent has to discard it if they use. Great on heavy hitters, especially those only making one attack per round anyways.
**'''Imperial II-Class Star Destroyer''' - A straight upgrade, swapping out all those black dice for blues, meaning this thing now dominates up to medium range in the front arc, ripping whole new buttholes out of Rebel capital ships. The Anti Aircraft also got the black>blue swap, so its a little more aggressive against fighters, rather than having to wait until the last moment to do damage.
*'''Navigation Officer/Tactical Expert/Engineering Captain/Wing Commander''' - Your command can always be this command. Pricey and in a valuable slot, but the ability to always have a certain command if you suddenly need it (eg, Navigate on a Madine Liberty) can give you the freedom to crank out other Commands, rather than dialing in commands you end up not needing.
**'''Imperial Star Destroyer Kuat Refit''' -
*'''Defense Liaison/Weapons Liaison''' - Discard a command token, and your command can always be one of two commands. Similar to the above options, cheaper in points and more flexible, but pricier in conditions (requires a token). As above, you can dial in the same command over and over while resting easy you can switch out if needed.
**'''Imperial Star Destroyer Cymoon 1 Refit''' -
*'''Damage Control Officer''' - Upgrades your contain token to prevent all critical effects. Meta dependent, but useful if you expect lots of APTs or the like.
**'''Devastator (Imperial Title)''' - What does the Imperial Star Destroyer REALLY not need, but you want anyway? More dice in the front arc! For every defense token you've discarded, you get one extra blue die, meaning its possible to throw [[Rape|TWELVE]] dice at Short/Medium range. You probably won't need those defense tokens after you've erased the ship that was pestering you. Apply this to AA firepower and you've got the best anti squadron gun in the game!(Fun fact- this was the Star Destroyer that was pursuing the Tantive IV back in A New Hope.)
*'''Support Officer''' Discard your entire command stack and reset it. Only useful on Command 3+ ships (otherwise, use Skilled First Officer instead), but allows them to change their commands if things are ''not'' [[Just As Planned|going according to keikaku]], or a Slicer Tools/Cham Syndulla has "altered" your plan.
**'''Relentless (Imperial Title)''' - Reduces the number of command dials you can assign to your ship by one. Which is actually a very powerful tool: since your stack is now two, it means your uber huge starship now has the response time as some of the smaller rebel cruisers, so your orders come into play sooner. Your command value remains unchanged, so you can still accumulate tokers the same way.
*'''Strategic Adviser''' - Designed as a counter for the mass of Small ship swarm fleets. A Large ship could exhaust this upgrade and pass their turn, forcing your opponent to activate another one of their ships before your ISD or MC could enter their fire zone. As of the most recent changes to Armada 1.5, '''this upgrade is now BANNED from the game.'''
**'''Avenger (Imperial Title)''' - requires a bit of forethought to use correctly. When this ship attacks, your target cannot use ''exhausted'' defense tokens. Which is a bit situational, since in a given turn a ship may use a particular defense token twice: one to exhaust the token, the second to essentially burn it from the game. The Avenger prevents the second use, so it pays to either have a different ship beat up your target earlier so the Avenger can have it's way, or upgrade the ship with ways of exhausting defenses, like ''Overload Pulse''. In any case, this upgrade becomes useless if you rolled up a load of accuracy results and had already removed your opponents defenses before your special ability comes into play.
*'''Expert Shield Tech''' - When defending and using a Redirect token, you can choose to instead decrease the damage by 1 instead of the standard Redirect effect. Good for pairing with Brace tokens to hopefully totally mitigate all damage from an attack, or making Redirects stay useful when the rest of your shields are gone.  
*'''Veteran Captain''' - Discard to gain a command token. Cheap and useful in a pinch, but Hondo is cheaper still, and while he benefits the enemy too, he doesn't have to use up the Officer slot of the ship you need a token on.
*'''Flight Commander''' - Your squadron command can resolve after moving, rather than immediately after revealing your dial. Primarily useful with Fighter Coordination Team.
*'''Hondo Ohnaka''' - A unique but not faction-locked officer, Hondo can be discarded to give two ships two different command tokens. Then, your opponent chooses two ships and assigns them the ''remaining'' two tokens. A double-edged sword, but first pick of tokens and control of exactly when he's used grant you the edge if you utilize his effect well - such as when your opponent has only one ship left and has to give you the fourth token. A heads up for Imperial players, but officer Hondo and Slave 1 Hondo cannot be in the same fleet, for obvious reasons.
*'''Chart Officer''' - Discard to ignore the effects of landing on an obstacle. Cheap insurance for a ship that doesn't have the hull to afford eating a damage card, like the MC30; or for pairing with an objective like Navigational Hazards.
*'''Skilled First Officer''' - Discard to discard your top Command dial. Useful on Command 3 ships, and allows Command 2 ships to overwrite their entire stack (you discard your top Command dial ''before'' reassigning the one used in the previous turn). A fantastic card for a single point, the main reason it wasn't used more was the former exclusivity to the Liberty expansion. The recently released Upgrade Card Collection mitigates this somewhat by having two in the box.


====Flotillas====
===Weapons Team===
*'''Gozanti Class Cruisers:''' Your first flotilla of smaller-than-capital-ships. Not quite as manoeuvrable as the rebel GR-75, but you at least get some guns to defend yourself with, with a blue on the front and sides. As a flotilla, you get the 2 Squadron score and the fleet support upgrade, so this is the cheap way to deliver TIEs to "tie up" enemy squadrons trying to Outflank your own ships, but don't think you can pretend to play like Rebels, as a small handful of fighters will not influence the game as much as your capital ships.
*'''Gunnery Team''' - You get to shoot twice with one arc, but can't target the same ship or squadron twice during this activation. Note that if you take Advanced Gunnery, Gunnery Teams "can not" overrides Advanced Gunnery's "can" on shooting the same target twice.
**'''Gozanti Class Assault Cruisers:''' swap the front blue for a red, and the anti-squadron black for a blue, giving you more range on your weapons. Only worthy of the upgrade if you have the points to spare as your flotillas are squadron delivery vehicles and not meant to slug it out with enemy capital ships. If your flotilla doesn't have squadrons nearby it will be a dead flotilla, the added range does little to help you when a single attack dice is unlikely to get past any capital defenses tokens.
*'''Flight Controllers''' - Squadrons you command get an extra blue die in their anti-squadron roll. Another good reason to keep your carrier close to the dogfight. Pairs well with the Empire's generally higher Squadron values, and makes for frighteningly lethal alpha strikes.
**'''Vector (Gozanti title):''' when you activate a squadron without the Heavy rule ''(pretty much anything not a TIE bomber)'' you add +1 to its speed value. Makes your TIE fighters that much more responsive and increases their threat range.
*'''Sensor Team''' - Exhaust and spend one die to turn another die into an accuracy. Makes for a discount H9 Turbolasers if you don't need the slot for anything else, but you usually do.
*'''Veteran Gunners''' - Exhaust to reroll your entire attack pool. Black dice ships prefer Ordnance Experts, and red dice ships usually want Gunnery Teams, but it's a source of dice-fixing at a low price.
*'''Ordnance Experts''' - Reroll up to 2 black dice. Used to let you reroll all black dice, but was rebalanced with a slight point cut. Most of the time, all you want to reroll are those pesky blank results to trigger a crit to proc APTs or ACMs.
*'''Ruthless Strategists''' - While attacking squadrons, you can take a damage on a friendly squadron to deal an (unblockable) damage to an enemy squadron. Great way to deal with pesky scatter aces, especially if you're flakking with red die-wielding ships and have high hull squadrons like VCX-100s or Decimators around.
*'''Fire Control Team''' - Exhaust to resolve an additional critical effect, but not the same one twice. Note the way that the default critical effect, APTs, and XX-9s are worded, you can't stack them with the default critical effect (and if stacked with each other, you don't get 3 crits, only 2). Still, resolving ACMs and XX-9s, or some combination of the various blue crit effects, can be very fun - but while the upgrade is cheap, it's on top of paying for both crits, and most ships with a Weapons Team want to take something else besides.
*'''Local Fire Control''' - After deploying, you MUST replace one of your existing defense tokens with a Salvo token. Gives ships with previously clumsy defense token setups (MC75 with two Contain tokens, Raider with 2 Evades and Braces but no Redirects) a bit more firepower than before, but only after taking one on the chin.
*'''Weapons Battery Techs''' - When attacking a ship, change one of your accuracy icons to a face with a crit icon. Obviously doesn't work with black dice, but combine with H9s to always produce a blue crit, or make Heavy Ions or NK-7s that much more likely to go off. The Onager also gets a boost from these, as both Superlaser and the ''Sunder'' title don't need black crit die to activate.


====Squadrons====
===Offensive Retrofit===
*'''TIE Fighter Squadron''' - Your cheap throwaway unit. They are faster than most Rebel starfighters except for A-Wings, but have very little hull points and their attacking score is pretty average. But they do well in support of each other due to the "Swarm" rule, allowing them to re-roll attack dice if they are engaged in a dogfight alongside another squadron.
*'''Phylon Q7 Tractor Beams''' - Force a ship of equal or smaller size to toss a Navigate token, or slow them down by 1 (to minimum of 1) if they have none.  
**'''Black Squadron''' - A flying suicide pact found in the ''Corellian Conflict'' campaign. One point more than the regular TIE, Black Squadron loses swarm and picks up Escort and Counter 1. Only notable for being the cheapest Escort squadron currently in the game.
*'''Rapid Launch Bays''' - Load a number of squadrons up to your Squadron value into your ship, and then deploy them at range 1 with a Squadron command. You can then resolve that Squadron dial as normal, but if used to activate the Squadrons you just deployed, they can't move this turn. Drop in the face of a big ship coming to bully you, or use a second carrier to send the deployed squadrons off into the fight.
**'''Howlrunner''' - Ace TIE fighter who can add a blue dice to their attack pool whenever a friendly swarm ''(ie: other TIEs)'' within distance 1 are engaged. This leads to some cool positional play where they can also get better at attacking capital ships, since Howlrunner doesn't need to be engaged herself. She also can use the "scatter" defense and completely negate incoming damage, unlike most Rebel heroes who can only reduce it. Note that this applies to Counter attacks as well.
*'''Hardened Bulkheads''' - Attach this to a Large ship. When it rams or is rammed by a smaller ship, it does not take a face down damage card. This does not protect it from 'Garel's Honor', as that title assigns a face up critical damage card on impact.
**'''"Mauler" Mithel''' - Gets free damage on enemy squadrons by moving into engagement with them. Note that this does not count as an attack, and the damage just happens automatically so he can make all the difference in dogfights against enemy aces.
*'''Point Defense Reroute''' - Reroll crits when shooting at squadrons at close range. Worthless on ships with black flak, but doesn't benefit from the extra range of blue flak. Rebels should just take Toryn Farr, but it can add a bit of damage to blue dice flak coverage if you've cheaped out on taking squadrons.
*'''TIE Interceptor Squadron''' - Give the middle finger to pretty much anything the Rebels can throw at you. Is just as fast as the A-Wing, being speed 5 and with the "Counter 2" rule for retaliatory strikes, but has the damage capability of an X-Wing which coupled with the "swarm" rule making it a dangerous proposition to get engaged with. On the flip side, the TIE Interceptors are just as flimsy as their vanilla cousins, so can't really hold their own in slugging fest against X-Wings or other heavier fighters.
*'''Expanded Hangar Bay''' - Increases your Squadron value by 1, and not considered a "Modification". Cheaper than taking another flotilla if points are tight, or you've got upgrades that make your activated squadrons better.
**'''Soontir Fel''' - Support him, he should NEVER go alone. If he gets into an engagement, and one of the enemies in that engagement ''does not'' direct their regular attack against him, he automatically does 1 point of damage against them. Obviously this means that he can become the primary target as you opponent would not want to suffer damage for their own stupidity, but at least as an ACE he gets the defensive tactics, if you support him with TIE advanced squadrons (which your opponent must target first) he can do very well.
*'''Reserve Hangar Deck''' - When a non-unique with Swarm within distance 5 of this ship is destroyed, discard this upgrade to bring it back into play with 2 hull points within distance 1 of your ship. More of an Imperial/Separatist upgrade for now, as the Rebels/GAR only have one squad type each that can benefit from this (Z-95s and V-19s respectively). Three points to replace an 11 point TIE Interceptor/Tri-Fighter or a 12 point Jumpmaster is a bargain.
*'''TIE Bomber Squadron''' - Just as fast as regular TIES, but with the hull strength of an X-Wing. Unfortunately the have no other purpose than to be capital ship hunters. They are Heavy Bombers much like Y-Wings, so your opponent can just ignore them or trap them in engagement if he was so inclined, and they only roll one dice against squadrons or capital ships, so they don't have a great damage potential. But they are your basic bomber craft, so you at least have the potential of critical damage against enemy ships with them, rather than having to rely upon your star destroyers doing all of the work
*'''Quad Laser Turret''' - Your ship gets Counter 1 at close range. Can make a target less appealing if you've got enough overlapping flak coverage that the potential extra 1 damage matters, but taking fighter squadrons is usually the more cost effective defense unless you've got a good reason not to.
**'''Major Rhymer''' - Rhymer and everyone around him get to shoot ships at blue range with all of their normal anti-ship dice. Suddenly a TIE bomber blob looks like a threat similar to a Gladiator Star Destroyer all by themselves. Throw in Corruptor and Admiral Chirneau, and now the bomber blob is next to impossible to screen, difficult to lock down, and can teleport and dump a fistful of black dice into a ship's rear.
*'''Boosted Comms''' - Command squadrons at long range. Useful for ships that are fragile enough they need to keep some distance from the brawl, or for fast squadrons that want to pounce and alpha strike the enemy.
*'''TIE Advanced Squadron''' - Cross a regular TIE fighter with an X-Wing and this is what you get, the speed and firepower of the TIE fighter were the resilience and "escort" rule of the X-Wing, meaning you now have a space-superiority fighter that does well supporting squadrons of any other type ''(see Soontir Fel)'', making sure they get to their destination without being picked off. Important to note that unlike the rest of the anti-fighter TIEs, it lacks Swarm, meaning you'll want to season TIE blobs with them, not spam them.
*'''Advanced Transponder Net''' - Heavy squads up to distance 2 keep enemy fighters from attacking the ship. Can get more play now thanks to Armada 1.5 nerfing Intel, but it takes up the valuable "Modification" tag for any ships taking this.
**'''Darth Vader''' - Improved firepower over the regular TIE Advanced, and adds +1 damage on attack dice for any crit rolls he makes, which normally only do regular damage to other squadrons since you can't crit them, so he's got quite a high damage potential. Strictly speaking the bonus damage would also work against Capital ships too, but he doesn't have the bomber rule and his attack rolls against them were pretty low anyway so there is no point throwing him at anything other than enemy starfighters.
*'''Disposable Capacitors''' - For one round, a small or medium ship can throw its blue dice at red range. Huge boon to VSDs, giving them the ability to potentially one-shot two different small ships (with Gunnery Teams) who thought themselves relatively safe at long range with their evades, and somewhat ameliorating their slow speed.
*'''TIE Phantom Squadron''' - a refugee from the old Rebel Assault games, now found in the Imperial Squadrons II pack. Three points more than an Interceptor; trades one point of speed for one point of hull. Fighter dice remain unchanged; anti-ship is two lolrandom red dice. The special ability here is '''Cloak''', which lets the squadron move 1 even if engaged. It's like a mini-Tycho.
*'''Proximity Mines''' - Once obstacles are placed, discard this to place the new Proximity Mine tokens onto the play area. You're limited to half of your engineering score rounded down, so you're going to be placing no more than 2 per ship without upgrade shenanigans.
**'''Whisper''' - an even more annoying TIE Phantom. Gains Brace and Scatter tokens; if one of those tokens is used while defending against an attack, Whisper may move up to 1 just like with the Cloak ability. Yes, this stacks with the regular Cloak. Very difficult to kill, but ask yourself if those 20 points would be better spent hitting someone in the face...
*'''Flag Bridge''' - The first 0 point upgrade in the game. Strap onto your Medium or Large flagship that's missing a Fleet Command slot and isn't already using a Modification like Spinal Armaments to gain a single use Fleet Command option.
*'''TIE Defender Squadron''' - Unf. Found in the Imperial Squadrons II pack and possibly the best all-around squadron the Imperials can field. Sixteen points is not cheap, but look at what you get. Speed 5. Hull 6. 2 Blue/2 Black anti-squadron dice, 1 blue anti-ship die with Bomber. There may be more specialized fighters around, but if a situation arises the Defender can probably handle it.
*'''Flak Guns''' - Treat your anti-squadron dice as black. When resolving a Salvo attack against a ship, your black dice may be used at Medium range, and your blue dice may be used at Long range. Helps get a little more oomph out of ships fishing for black-blue crit upgrades, but only if they already have Salvo or gain it through Local Fire Control / Reactive Gunnery.
**'''Maarek Stele''' - hero of the original TIE Fighter PC game from the early '90s. Adds another blue die to anti-ship fire; may change one die to a Crit when attacking. Also gains Grit and two Brace tokens. Find the 21 points to field him.
 
*'''Lambda-class Shuttle''' - A poor combatant but an excellent support ship. '''Relay''' is the big draw here, letting ships activate squadrons from clear across the board. Pairs well with other Lambdas, also with ''Centicore''. '''Strategic''' lets a player move objective tokens around the board-- useful in a campaign or tournament.
===Boarding Teams===
**'''Colonel Jendon''' - makes good things better. When he activates, instead of making a (poor) attack he may designate another nearby squadron to attack, [[awesome | even if it has already activated]]. Double-tapping Bossk or Vader? Yes please. Loses out on Strategic to do this, but picks up two brace tokens. Ideal for lurking in the back of a murderball.
A specific type of upgrade that uses ''both'' an Offensive Retrofit and a Weapon Team slot, and requires you to discard a Squadron dial/token and the upgrade, while at close range of an enemy ship, to trigger.
*'''VT-49 Decimator''' - less of a squadron and more of a picket ship, the Decimator can threaten flotillas and light warships all by itself. Three blue dice anti-ship add up very quickly, and with eight hull this thing will be in the fight for a while unless you go out of your way to put it down. Three black dice and Counter 1 keep opposing squadrons honest, too. Did I mention this thing also has Rogue? It has Rogue. The only downside is that the VT-49 is very, very expensive.
**'''Morna Kee''' - the named VT-49 costs as much as a Gozanti flotilla. It loses Heavy, gains a Brace token, and may spend that token to reroll its dice pool. [[rape | That token also comes back every time she activates.]]
*'''Firespray-31''' - Slower than all of your TIEs, but also tougher. Bomber and Rogue round out what is basically an independent Imperial B-wing.
**'''Boba Fett''' - Boba gets a deadlier arsenal, the standard double Brace defensive tokens, and free damage to one thing whenever he activates.
*'''Jumpmaster 5000''' - Similar to the HWK-290 on the Rebel side, the Jumpmaster is a support ship to tunnel your squads, especially bombers, through a fighter screen with Intel. Other than that, more or less useless in combat. It has swarm but... 2 dice are not going to kill Rebel fighters in a reasonable timeframe.
**'''Dengar''' - Amazing support ship, this one you might consider building a fighterball around. Every other squad within distance 2 gets Counter 1, or Counter +1 if they already had it. With Howlrunner in the same ball, normal TIE fighters become just shy of interceptors, and interceptors become a scary Counter 4 + 1 reroll equivalent. Escort him with a TIE Advanced or two, there's going to be a lot of hate focused on him.
*'''Aggressor Assault Fighter''' - Almost an Imperial independent X-wing, with Counter 1 and Rogue, but no Bomber. For 16 points. Meh.
**'''IG-88''' - Do you want a specific enemy squadron dead, despite being in the middle of a fighterball? Maybe that A-wing ripping up your TIE Bombers? Or that enemy Soontir Fel hiding under TIE Advanced cover? Consider this assassin droid. A massive jump from X-wing to TIE interceptor speed, Counter 2, a Scatter token, and most of all, the ability to flat out ignore Counter and Escort special rules. Unlike other aces, only has ONE scatter token for defenses, so use it wisely. Doesn't shine as bright in a usual Imperials vs. Rebels match, due to not being able to one-shot most of the Rebel starfighters you'd want to kill.
*'''YV-666''' - A weird, slow, stupidly tough fighter that can't lock down enemy bombers due to Heavy, can't protect fragile TIEs due to lack of Escort, lacks the speed to use in a reactive manner, and lacks the armament to hurt capital ships. About the only use this serves is an picket anti-fighter gun, and anything faster than a Victory will leave it behind.
**'''Bossk''' - A not stupid version of the YV-666. Loses Heavy, gains a speed point, rolls 4 black on anti-fighter duty, has a passable anti-ship attack, and gets free Accuracy if hurt. Only gets a single Brace token on the defense.


==Upgrades==
*'''Boarding Troopers''' - Select a number of defense tokens up to your Squadron value, and exhaust them. Slap on an ISD with ''Avenger'' to one-shot almost any ship in the game.
===Rebel Upgrades===
*'''Boarding Engineers''' - Select a number of facedown damage cards up to your Engineering value, and flip them face-up (one at a time). Rarely seen outside of anti-SSD monobuilds.
*'''Mon Mothma (Commander)''' - ''The'' leader of the Rebellion provides a defensive bonus to all of your capital ships when they use the ''Evade'' reaction. Basically it improves the range brackets, allowing you to discard an incoming attack dice at medium range, or forcing a re-roll at short range. Best used with multiple CR90s.
*'''General Dodonna (Commander)''' - Has the potential to be very powerful. In effect he allows you to choose the critical result each time you inflict damage upon an enemy by looking at the top four damage cards and throwing the rest away.
*'''Garm bel Iblis (Commander)''' - Max out your command tokens automatically at the first and fifth rounds. Works better with the bigger command values, and thus the bigger ships, of course.
*'''Admiral Ackbar (Commander)''' - Each turn, your ships can give up the ability to fire from their forward and rear arcs in exchange for two red dice on each side arcs. Makes for even more ridiculous Rebel broadsides, but needs either expensive Gunnery Crews or nerve-wracking suicide charges through the middle of the enemy fleet to be worth it. Alternatively, use cheap ships (Corvettes and maybe some MC30s) and watch Ackbar double or triple their effective firepower.
*'''General Rieekan (Commander)''' - Your destroyed ships and unique squadrons aren't removed from the table until the end of the turn. Favors even more desperate suicide attacks.
*'''Leia Organa (Officer)''' - Cheap, but relatively situational. Whenever her vessel reveals a command dial, she allows you to change the top command dial of a friendly ship within range 5 to the same dial. It's has the sensation of being useless because Rebel Capital ships have smaller command values than Imperial ones, ''particularly on corvettes'', so the command stack will be small enough that when you issue an order to the stack there is a greater sense of immediacy anyway since you'll issue orders as you need them. ''However'' if an unexpected situation pops up during the turn she can allow you to exploit it, by allowing you to repair unexpected damage or exploit a particularly good round of attacking, all depending upon what her own ship is doing of course. So even if you only use her once she'll have justified the three points you spent on her.
*'''Adar Tallon (Officer)''' - One of your squadrons activated by your ship gets to unactivate after it moves and shoots. Combine with Yavaris, and an ace squadron, and you can watch Wedge paste entire enemy fighter wings or Farlander roll out six black dice at essentially medium range. Absolutely amazing.
*'''Raymus Antilles (Officer)''' - Doubles your pleasure. Basically, he distills your orders to the max by simply giving you the command token whenever you reveal the dial so he becomes fantastic if you need to radically change your ship's speed, do damage or repair your ship. He does even better on vessels with higher command values so you can keep those tokens for whenever you need them, ''as well'' as spending the dial on the intended effect.
*'''Walex Blissex (Officer)''' - When you activate, you can discard him to get back a discarded defense token. Situational, but he's only way to get back lost defense tokens in the game.
*'''Lando Calrissian (Officer)''' - Essentially acts as a single-use fifth defense token - you can discard him to force your opponent to reroll as many dice as you want. Cheap and potentially life-saving in an emergency, but unreliable.


===Empire Upgrades===
===Support Team===
*'''Grand Moff Tarkin (Commander)''' - You ''wish'' you were as good as Grand Moff Tarkin... ''he fukken rawks!''. At the start of each ship phase, pick an order, any order, then every ship in your fleet gets a token matching that order. That's absolutely fantastic. However there are two drawbacks and one of them isn't his fault. The first is that he costs such a buttload of points that if you don't fully utilise him properly you may find that he wasn't worth taking, which leads to the second problem. In order to utilise him fully you need '''MOAR''' capital ships; but since you play Imperials, you are unlikely to have loads of capital ships because they cost more than the Rebel ships. In small games he's just not worth it, but in bigger engagements his value and usefulness increases exponentially.
*'''Engine Techs''' - If you resolved a Navigate command this round, you can execute a speed 1 maneuver after your normal maneuver. Great on slower ships, ships with good yaw at speed 1, and any ship that wants the extra flexibility - or just to ram something twice.
*'''Darth Vader (Commander)''' - When you fire on an enemy, you can spend one defense token to reroll as many attack dice as you like. So it favours a very aggressive play style as befits the Lord of the Sith. Doesn't stack well with the Dominator title, but it applies to all arcs on all ships. Darth Vader can really swing games in your favour, he's probably far more useful here than in his TIE.
*'''Projection Experts:''' - Spend up to two engineering points to shunt that many shields to a friendly ship. Useful on high-engineering ships like Home One or the Interdictor that can then regenerate back the shields they sent off.
*'''Admiral Motti (Commander)''' - Good for your survivability, because he increases the hull strength of each of your capital ships depending upon their size. "Small" ships ''(ie: Gladiator Star Destroyers)'' gain +1 Hull point, while "Medium" ships gain +2. Meaning your Victory Star Destroyers now have ten hull points. Large Ships gain +3 hull points, so you'll get nigh unkillable Imperial Star Destroyers. Motti is still a good option and is probably better than Tarkin for general use in games, since the effects are immediately beneficial.
*'''Auxillary Shields Team''' - When recovering or moving shields during a Repair command, you can increase the maximum shield value of each hull zone as one more than the printed card value, but not beyond the maximum value of 4. Beef up the anemic side arcs of a Nebulon-B or a LMC80, or make sure that a ''Demolisher'' Gladiator has a little more protection before sending it into the fray.
*'''Admiral Screed (Commander)''' - For the offensive, once '''per activation''' ''(ie: can apply once to every single capital ship each turn)'' a ship can remove one die from it's attack pool and change another to a die with a crit face. Now because the "attack pool" refers to the dice both before ''and'' after they have been rolled, you can inspect your dice and decide if you want to remove any die that resulted in a miss result to change a different one to a crit. Of course this becomes somewhat situational, because if you've <u>already</u> rolled a crit in the pool there is no point adding another unless you also rolled two or more misses: one to remove from the pool, and the second to change to a crit and score a point of regular damage, therefore mileage may vary depending upon the number of dice you get to throw at a given attack. Black dice, though, have Hit + Crit faces, and Screed CAN change dice to those. Use with a Gladiator, use with upgrades that give alt crit effects, watch Rebel scum cry.
*'''Engineering Team''' - Gain one extra engineering point. Pricey at five points, and only useful for moving a shield around unless you have an odd Engineering score.
*'''Admiral Ozzel (Commander)''' - The cheapest Imperial commander, befitting a man whose career ended being telekinetically strangled on his own flag bridge. Makes your ships more maneuverable by letting them change speed by one additional level every time it uses a Maneuver command.
*'''Nav Team:''' - Your Navigate tokens can be used to increase yaw instead of change speed. Useful for a bit extra yaw if you have tokens lying around, stacks with Ozzel (but not Madine).
*'''Wulff Yularen (Officer)''' - Once per turn, you can use him to immediately get back one spent command token. Goes great with upgrades that want to use the same command every turn, like Engine Techs.  
*'''Fighter Coordination Team''' - After your maneuver, you can drag a number of unengaged squadrons up to your Squadron value distance 1. More useful on otherwise slow squadrons, like B-wings, and/or with Yavaris - there's no rule that they can't ''end'' the move engaged.
*'''Admiral Chirneau (Officer)''' - Useful depending upon what's going on on the tabletop. Whenever your ship issues a squadron order, he allows you to move those squadrons ''out'' of an engagement albeit at speed 2. That allows you to get ships out of a gunfight and attack something else in the same activation, so can be really useful if you have TIE bombers stuck in an engagement right next to the starship they are meant to be bombing, or if you have a different target in mind. Otherwise if all you're doing is getting TIE fighters out of an engagement and not attacking anything then its kind of a wasted effort.
*'''Medical Team''' - Discard before taking a "crew" faceup damage card to discard it. That's around half the deck - worth it? Usually not, although the Separatists have a tanky Munificient build that likes it.
*'''Director Isard (Officer)''' - When your ship reveals it's command, you get to look through the command stack of one enemy ship. For three points this is incredibly useful, since knowing in advance what your enemy is going to do can radically change what you might also do that turn. For example, if your enemy is going to repair the turn after this one, then you might want to finish that ship off before he does. That being said, most of the Rebel starships have small command stacks, so the information has a limited lifespan, particularly on corvettes where all your opponent has to do is simply ''activate'' the ship after you look at it and any planning goes out of the window.
*'''Captain Needa (Officer)''' - A 2 point upgrade that works only once. He allows you to swap a defenseman token for an ''Evade'' token in turn one. Since Evade works best at long ranges this might actually hold some use early in the game.
*'''Admiral Montferrat (Officer)''' - Likes to go fast. So long as the ship he's on is traveling at speed 3 or higher, attacks against it are considered obstructed. Dies if the ship crashes into anything, though, so you'll want it to be maneuverable as well.


===Fleet Command===
===Fleet Command===
Command ship upgrades that are all unique. They either need a spent token or the upgrade discarded to use, but apply across your entire fleet for the round. Needless to say, very powerful.
Powerful, unique upgrades that enhance your entire fleet. Most commands require you to discard either a corresponding Command token or the upgrade itself at the start of the ship phase.  Every faction has at least one ship that can use them natively, but if you just want a one-time-use command they can be equipped on most medium or large hulls using the Flag Bridge offensive retrofit.  Once a fleet command is activated the effect persist until the end of the round, even if the ship carrying the upgrade is destroyed.
*'''All Fighters, Follow Me!''' - All ship-activated squadrons get +1 speed.
*'''Entrapment Formation!''' - All ships get a free speed change.
*'''Shields to Maximum!''' - All ships get a shield point back on activation.


====Fleet Support===
*'''All Fighters, Follow Me!''' - Squadron token; every squadron activated by a ship increases its speed by 1 (to a maximum of 5).
Flotilla upgrades.
*'''Entrapment Formation!''' - Navigate token; during their Determine Course step, your ships may change speed by 1.
*'''Bomber Command Center''' - Bombers at distance 5 get a reroll. What you use if you're running a squadron-heavy list.
*'''Shields to Maximum!''' - Engineering token; before revealing their command dial, your ships may regain 1 shield.
*'''Comms Net''' - Shift tokens to ships nearby. Ship support, if you have a ship build that needs a lot of tokens.
*'''Intensify Firepower!''' - Concentrate Fire token; while attacking another ship, your ships may change 1 die to a face showing 1 hit icon (and nothing else).
*'''Jamming Field''' - All squadron shots on other squadrons at distance 2 are obstructed. Note this affects friendlies as well! Also doesn't break engagements. Tricky to use.
*'''Take Evasive Action!''' - Navigate token, during their Determine Course step, your ships may increase their final yaw value by 1.
*'''Repair Crews''' - Engineering commands let you fix 1 damage card on a ship at distance 2. Perhaps useful, but is this really the best use of 22+ points?
*'''Hot Landing (Republic/Separatist Only)''' - When the Squadron Phase starts, all friendly squads with Adept gain Grit until the end of the round.  If a friendly Adept squad is destroyed, you may also designate an enemy ship at range 1-2. The ship you choose gains 1 raid token. As of this writing, the only squadrons with Adept are the Republic Delta-7s with their aces and Anakin Skywalker's Y-Wing.
*'''Slicer Tools''' - Screw with the top dial of a ship at distance 3. Scatter will save you from the ship you're hacking... but leave you open to others. Stick to them like a remora and use them for cover.


===Officers===
===Defensive Retrofit===
*'''Defense Liaison''' - 3 points gets you the ability to spend a token to change your dial to Navigate or Repair. Useful for objective runner ships that need to do a lot of fancy flying.
*'''Redundant Shields''' - Regenerate one shield per turn. Eight points for (probably) 3-4 turns worth of spent Engineering tokens, in a (usually) valuable slot.
*'''Weapons Liaison''' - Same as above, except for Squadron or Concentrate Fire. Potentially useful on carriers that want to be near the frontline.
*'''Early Warning System''' - At the beginning of each round, you can choose a hull zone and place a chaff token on it. Any attacks to this hull zone by ships or squadrons are considered obstructed. Then remove the token at the end of the round. Great for ships with wide arcs that want to stay at longer ranges. As an added bonus, this does not count as "obstruction by a ship or obstacle" as per General Romodi's commander effect, so you don't have to worry about extra damage coming from Imperial players.
*'''Veteran Captain''' - 3 points gets you a free token once per game. Cheap, but still overcosted unless you really need that token for a specialized build.
*'''Electronic Countermeasures''' - Exhaust to spend one defense token targeted by an accuracy. Extremely valuable on ships with a single brace token, but remember to have an Engineering token on hand to refresh post Armada 1.5 rebalance.
*'''Intel Officer''' - Pricy, but well worth it. On one of your shots, you can pick a defense token that your opponent has to burn if he wants to spend it. Great on your heavy hitters.
*'''Advanced Projectors''' - Your redirects can put damage on as many hull zones as you like. Hard-countered by XI7s, but useful on ships with balanced shields in a meta without XI7s.
*'''Navigation Officer/Tactical Expert/Engineering Captain/Wing Commander''' - 6 points means your command can always be this command. The better you are at reading the situation and planning ahead, the worse these are, but hey, shit happens.
*'''Cluster Bombs''' - Discard for four dice against an enemy squadron that attacks you, bypassing their defense tokens (and Biggs, etc). For an average 3 damage, not worth it unless you have other means of piling on flak damage (Quad Laser Turrets, etc), and dubious even then.
*'''Support Officer''' 4 points means if everything is going not as planned, you can reset your command stack once in a game. Obviously only worth it on big ships.
*'''Reinforced Blast Doors''' - At the start of the ship phase, discard up to 3 facedown damage cards. Three extra health on an MC80 or ISD is amazing, but smaller ships like CR90s or Arquitens can have trouble not going from 3/4 hull to 0 in a single turn - although even 1 or 2 extra HP on those ships can make all the difference; just ask Motti.
*'''Reactive Gunnery''' - When defending, spend a defense token and exhaust this card to treat the defense token as a Salvo token. Obviously, this only works once per attack and spending a genuine Salvo token at the same time is impossible.
*'''Thermal Shields (Republic/Separatist Only)''' - May only be equipped to a Medium or Large ship.  After your opponent gathers his dice for an attack, but BEFORE any additional dice are brought in with a Concentrate Fire dial or card effects, you may spend a Brace token to remove half of the attack dice rounded down from your opponent's attack pool.  Essentially, you're trading in rounding the total damage down by half in exchange for potentially removing an entire color band of dice, and doing so without being locked down by an accuracy result or triggering Intel Officer. However, this counts as spending your Brace token for the attack, and it does poorly against effects like Slaved Turrets, Opening Salvo, Admiral Ackbar, General Romodi, etc.


===Offensive Retrofit===
===Experimental Retrofit===
*'''Expanded Hangar Bay''' - Squadron +1. Auto-take for any carrier.
Exclusive to the Interdictor.
*'''Point Defense Reroute''' - Reroll crits when shooting at squadrons at close range. Okay for Rebels, unless facing a Rhymer-ball where this does nothing, and meh for Imperials, who have crap anti-squadron anyways and are shooting much tougher squadrons.
*'''Boosted Comms''' - Give the squadron order at long range. Now a worthy contender to Expanded Hangar Bay for carriers. Or if you're running an ImpStar, grab both.
*'''Phylon Q7 Tractor Beams''' - Cut an equal or smaller ship's speed by one when you activate unless they spend a Navigate token. You can use it to hunt down smaller Rebel ships... or play keep-away with an MC80 with Ackbar, so you can pound it with your front arc some more.
*'''Quad Laser Turret''' - Your ship gets Counter 1. Not a substitute for solid point defense, but it's cheap and every little bit helps.
 
===Defensive Retrofit===
*'''Advanced Projectors''' - Redirect now lets you shuffle damage anywhere. Good in theory, but still vulnerable to X17s and Intel Officers (Though it does redirect a potential of 3 damage total from the X17s, rather than the normal limit of 1) FAQ says that doesn't work, you can only redirect 1 damage with against X17s.
*'''Electronic Countermeasures''' - Keeps one token unaffected by accuracy. If your list's flagship is fairly squishy (corvette / Neb-B spam), slap this on it to keep it safe.
*'''Cluster Bombs''' - 5 points gets you 4 dice against a single enemy squadron who hit you once per game. Not especially great, but if it kills something it'll make back its points.
*'''Redundant Shields''' - 1 free shield point a turn. Never hurts, though better the bigger you go, except for a Corvette Shield Medic build.
*'''Reinforced Blast Doors''' - Basically 3 extra hull points, as long as they're facedown... and the ship survives the turn to use this upgrade.


===Turbolasers===
*'''G-8 Experimental Projector''' - Before an enemy ship within range 5 of your Interdictor begins the Determine Course step, exhaust this upgrade to temporarily force it's speed down by 1 until that movement ends. Note that this is a temporary decrease and not resetting your opponent's speed dial. This means that if your opponent spends a token or dial to bring their speed up to normal, they'll need to end the turn 1 speed higher than before. If they were at maximum speed, for example, they cannot increase their speed because when your G-8s wear off, your opponent's ship will then be 1 speed above their maximum. It also only works for 1 maneuver, not for 1 activation. Use it to cancel out your opponent's Engine Techs, or combine it with other speed control like Admiral Konstantine or Phylons to keep your opponent where you want them.
*'''Enhanced Armament''' - Boost your side arc shots by one red die. Expensive, so put it on something that'll last the battle.
*'''Targeting Scrambler''' - When a friendly ship at up to distance 3 ''(including the Interdictor that has this upgrade)'' is defending at close range, exhaust this card as if your were spending a defense token and force your opponent to reroll up to 4 dice of your choosing. Leveraged properly, this can keep your ships alive through even the most dire situations. Have a Gladiator or Raider pull up to stabbing distance with the confidence that they'll survive the shootout. Keep it around to nullify a MC30 bombing run on your ISD. Or combine it with a damage mitigating upgrade like Captain Brunson to make your Interdictor frustratingly hard to kill.
*'''H9 Turbolasers''' - Flip a hit or crit to an accuracy face. Decent at ensuring damage goes where you want it to.
*'''G7-X Grav Well Projector''' - After placing obstacles but before placing fleets, place a Gravity Well token anywhere in the play area. When any ship deploys within range 3 of the token, it must deploy at speed 0. This effect continues for the rest of the game, not just during setup. So Raddus ships and Hyperspace Assault ships are also affected.  
*'''X17 Turbolasers''' - Redirect defense tokens can only shunt one damage. Amazing at ensuring damage goes where you want it to. Highly recommended when playing Rebels vs. Imps.
*'''Grav Shift Reroute''' - After placing obstacles, place a Gravity Shift token within the play area. After placing fleets, any obstacles at up to distance 3 can be moved within distance 2 of their original position. For 2 points, you can totally change the flow of the game before it starts. All obstacles are affected by Grav Shift Reroute, including objective obstacles like stations or asteroids with tokens on them. Clear a path for your fleet, or box in your opponent to get the leg up on early on.
*'''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.
*'''Heavy Turbolasers''' - 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 regularly at the enemy, this upgrade is doing nothing for you. But it stops Brace + Redirect shenanigans for that juicy juicy hull damage.
*'''Slaved Turrets''' - You get to only shoot once, but you get a red die shooting at ships. Crippling for big ships, overcosted for small ones, but finds it's place on the Nebulon-B, where the front arc is the only one you want to be using ever.
*'''Turbolaser Reroute Circuits''' - Spend an evade to change a red die to either double Hit or Crit. Delicious guaranteed damage, if you can spare the token. Needa makes it strangely possible to use on whatever ship he's on.


===Ion Cannons===
===Ion Cannons===
Blue dice abilities.
* '''Generally Good'''
*'''Leading Shots''' - Cheap, spend a blue die for a reroll on anything you want in the attack pool.
**'''Heavy Ion Emplacements''' - The ion cannon version of Assault Concussion Missiles. Use with a blue crit and exhaust the card to drain 1 shield from the targeted hull zone and both adjacent shields. Since this occurs before damage is dealt, your opponent can't Redirect the shield damage away.  HIEs are the standard ion choice for big ships throwing enough blue dice to reliably generate a critical. 
*'''Ion Cannons''' - Rolling a crit means you burn one command token of theirs, or one extra shield if they don't have any. Great for limiting options.
**'''Ion Cannon Batteries''' - Blue crit effect; force enemy to discard a command token, losing a shield if they have none.  These are good strictly for their token removing, but it's meta dependent.  Cards increasingly rely on tokens, but in turn more commanders and upgrades are able to supply them on demand.  They're slightly cheaper than heavies and don't exhaust, so they're worth considering on ships with enough blue dice in multiple arcs to expect a critical on both their attacks.
*'''Overload Pulse''' - Blue crit means you exhaust ALL defense tokens, though they get to use them against this attack. Turns enemy ships into punching bags for the rest of the round.
**'''SW-7 Ion Batteries''' - Unspent blue accuracies count as 1 damage. Which means, yes, your blue dice now are guaranteed damage.  SW-7's are best on small ships throwing 1-2 blues at bigger ships that might not bother to brace away such a small attack.
*'''NK-7 Ion Batteries''' - Blue crit flat knocks out a enemy defense token. Good, but pricy.
**'''Leading Shots''' - Spend a blue die to reroll any number of dice in your attack pool. This is the card that ensures your big ships do the damage they need to with their strong arcs.  Pair with Defiance, Opening Salvo, etc to trigger at long range.  Leading shots is more often used when you have a lot of red or black dice and maybe one comedy blue that you're willing to sacrifice to improve your black and red dice.
*'''SW-7 Ion Batteries''' - Unspent accuracy does damage instead. Which means, yes, blue dice now are guaranteed damage. Rejoice.
* '''Arc Upgrades'''
**'''High-Capacity Ion Turbines''' - Adds a blue to each side.  Like most dice adding cards it's expensive and uses the modification slot.
* '''Situational at Best, Usually Not Encountered'''
**'''NK-7 Ion Batteries''' - Blue crit effect; exhaust to make the defender discard one of their defense tokens.  At 10 points for an exhaust effect and the defender chooses the discard, the NK-7 is simply not worth using.  If it was cheaper, worked on every attack, or hit the attacker's choice, then it'd be a contender for best upgrade in the slot. Instead it's a contender for worst upgrade in the whole game.
**'''Overload Pulse''' - Blue crit effect; exhaust all of the enemy's defense tokens. Turns enemy ships into punching bags for the rest of the round, but crits resolve ''after'' defense tokens are spent, so you need another ship to set up your big (cough Avenger cough) attack.
**'''MS-1 Ion Cannons''' - Blue crit effect; exhaust one enemy upgrade card. Being exhausted doesn't do anything to cards without an exhaust effect, so very meta dependent.  It's cheap at 2 points but for the ships you might spam this on you're generally just better off finding three more points to use SW-7's.
**'''Point Defense Ion Cannons''' - Non-huge ships can force attackers at close range (or distance 1, for fighter attacks) to reroll a single die of the defender's choice.


===Ordnance===
===Ordnance===
Black dice abilities.
*'''Most Frequently Seen'''
*'''Assault Concussion Missiles''' - Amazing upgrade that hammers both adjacent hull zones for one damage each on a black crit. Weakens Redirect, can't be Braced, and if you're rolling black dice they can't Evade anyways.
**'''Assault Concussion Missiles''' - Amazing upgrade that hammers both adjacent hull zones for one damage each on a black crit. Weakens Redirect, can't be Braced, and if you're rolling black dice they can't Evade anyways. As of the 1.5 update it's now an exhaust effect, but it's also now 2 points cheaper.  The go-to choice for big ships focused on fighting other big ships.
*'''Expanded Launchers''' - Two extra black dice in the front arc. Decent enough, but the ACMs are usually more flexible (work on side arc shots) and more cost-efficient.
**'''Assault Proton Torpedoes''' - Black crit deals an automatic face-up damage card. Free crits through shields never hurt. The 1.5 card update makes this an exhaust effect, so you'll do that face up card only one time per turn. 
*'''Assault Proton Torpedoes''' - Black crit deals an automatic face-up damage card. Free crits through shields never hurt.
**'''External Racks''' - Discard to add two black dice to a single attack.  A 4-point upgrade that works for any arc and is cheap enough to be an auto-include on anything that can take it, even on kamikaze builds.
*'''Rapid Reload''' - An extra black die on either side. Probably the better option given the 5-point savings over ACMs.
*'''Arc Upgrades'''
**'''Expanded Launchers''' - Two extra black dice in the front arc. Decent enough, but the ACMs are usually more flexible (work on side arc shots) and more cost-efficient.
**'''Rapid Reload''' - An extra black die on either side.  External racks killed this, since in practice most ordinance ships have difficulty staying alive long enough to justify an expensive modification.
*'''Anti Squadron'''
**'''Flechette Torpedoes''' - Spend a black critical result while flakking to activate the targeted squadron. While inexpensive and potentially devastating to fighter meta, this is only really seen in the wild on Raider-I's.
**'''Ordnance Pods''' - After your attacks, exhaust this card to make a black die flak attack from one of your hull zones. Exclusive to medium or large ships, so putting it on a Raider or MC30 is impossible. This attack stacks with other flak boosting upgrades like General Draven or Agent Kallus.
**'''Wide-Area Barrage''' - As a black critical effect against a ship, an enemy ship or squadron at close range of the target takes damage equal to half the number of hits showing on your black dice. Most ships with an Ordnance slot have better cards to put there, and your opponent can just spread out a bit, making it situational. But for 2 points, a last/first Demolisher can rush Gallant Haven, and snipe Jan Ors at the same time.


===Support Team===
===Turbolasers===
*'''Engine Techs''' - If you Navigated this round, even through a token, you can do a speed-1 maneuver at the end of it. The amazing maneuverability this gives you cannot be understated. Find ways to keep a Navigate token on your ship, and this upgrade will do wonders.
* '''Rarely the Wrong Choice'''
*'''Engineering Team''' - You get one extra point when you Repair. Useful enough.
**'''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.
*'''Fighter Coordination Team''' - Nearby squadrons get a free small move when you do. More useful on otherwise slow squadrons, like B-wings.
**'''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. 
*'''Medical Team''' - Ignore one crit damage card... maybe. Situational, but on the other hand it's one point.
**'''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).
*'''Nav Team:''' - Your Nav tokens can be used to yaw instead of change speed. Good for ships that are fast enough but turn badly.
* '''Good but Situational'''
*'''Projection Experts:''' - Up to two engineering points can be used to shunt shields to a friendly ship. Currently the only ships that can run both this and Redundant Shields for shield-medic builds are all Rebel.
**'''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.
 
===Fleet Support===
*'''Bomber Command Center''' - Bombers out to distance 5 get a reroll. What you use if you're running a squadron-heavy list.
*'''Slicer Tools''' - Screw with the top dial of a ship at distance 3. Scatter will save you from the ship you're hacking... but leave you open to others. Stick to them like a remora and use them for cover.
*'''Repair Crews''' - Engineering commands let you fix 1 damage card on a ship at distance 2. Perhaps useful, but is this really the best use of points?
*'''Comms Net''' - Shift tokens to ships nearby. Ship support, if you have a ship build that needs a lot of tokens.
*'''Jamming Field''' - All squadron shots on other squadrons at distance 2 are obstructed. Note this affects friendlies as well! Also doesn't break engagements.  Largely regarded as binder trash.
*'''Munitions Resupply''' - Comes with 5 Concentrate Fire tokens, and requires a non-Squadron token to refresh.  After revealing the command dial, you can discard any number of tokens from this card to give a Concentrate Fire token to that same amount of friendly ships at distance 1-5 of you.  Great for feeding hungry upgrades like Intensify Firepower, Gunnery Team or Director Krennic.
*'''Parts Resupply''' - Functionally identical to Munitions Resupply, but provides Repair tokens and can refresh with any non-Concentrate Fire token.


===Weapons Team===
===Superweapons===
*'''Flight Controllers''' - Squadrons you command get an extra blue die in their anti-squadron roll. Another good reason to keep your carrier close to the dogfight. Imp players love this for four/five dice + swarm reroll + Howlrunner bonus die alpha strikes.
*'''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.
*'''Gunnery Team''' - You get to shoot twice with one arc, but only against two different ships or squadrons. Looks amazing on paper, but really lures your ship into getting focused down by two other ships. Has a small role for assault carriers that can fire their good arc at the enemy ship behind the dogfight, and then use anti-squadron to help win the dogfight itself.
*'''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.
*'''Sensor Team''' - Slightly worse, slightly cheaper H9 Turbolasers unless used on big ships. Once a round, spend a die to turn a die into accuracy.
*'''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.
*'''Ordnance Experts''' - Free reroll on all your black dice. Amazing, and dirt-cheap. Slap it on all your black dice ships and never roll a fist full of blanks again.
*'''Ruthless Strategists''' - If shooting into fighter combat, you can take a hit on a friendly squadron for free damage on an enemy. Strangely works better with Rebels, who have more hull to lose and a harder time nailing Scattering Imperial aces.
[[Category:Star Wars]]
[[Category:Board Games]]


==External Links==
=External Links=
* [https://www.fantasyflightgames.com/en/products/star-wars-armada/ Star Wars: Armada] on Fantasy Flight Games' website, includes a full description of the rules and play.
* [https://www.fantasyflightgames.com/en/products/star-wars-armada/ Star Wars: Armada] on Fantasy Flight Games' website, includes a full description of the rules and play.
*[http://starwars-armada.wikia.com The Star Wars Armada wiki], featuring pictures of the ship/upgrade cards and rules text.
*[https://armadawarlords.hivelabs.solutions/ Armada Warlords Fleet Builder]
*[http://armada.fabpsb.net/gindex.php Fab's Fleet Generator]
*[http://armada.ryankingston.com/ Ryan Kingston's Fleet Builder]
{{Star wars Miniature games}}
{{Star Wars}}
[[Category:Star Wars]]
[[Category:Star Wars X-Wing]]

Latest revision as of 11:49, 22 June 2023

Star Wars: Armada is a fleet-scale tabletop miniatures wargame developed by Fantasy Flight Games and set in the Star Wars universe; not to be confused with the other one.

In Armada, the fleets of the Rebellion and the Empire wage massive battles, with Star Destroyers and Mon Calamari capital ships trading fire while X-Wings and TIE Fighters engage in fierce dogfights. The game emphasizes forward planning, rewarding skilled positioning and ship commands chosen turns in advance, with an upgrade system that allows for an almost unlimited variety of list-building options.

Why Play Armada[edit]

Relevant information is presented clearly for both players to see at a glance.

Armada is a game of planning and foresight. Where other games focus on turn-to-turn tactics and responding to a shifting battlefield, Armada is a game where you set your strategy in motion, and then lean back and evaluate as it unfolds - for better or worse. Armada is a game of momentum, that challenges your grand designs rather than your snap decision-making. You're not a sergeant commanding a squad of infantry as they assault a bunker; you're Grand Admiral Thrawn, tapping your fingers on your armrest as Star Destroyers explode in anticipated sacrifices, while bombers draw the enemy deeper into a trap that may well be about to backfire.

Welcome to the Armada, Commander. The fleet is at your command.

Armada's ships come pre-painted and pre-assembled (although squadrons come in unpainted colored plastic), saving players less interested in the hobby side the need to model and paint, while still allowing those who want it the option to customize (outdated link) their models. Ships and squadrons come with all rules and tokens needed to use them, aside from the basic game rules available in the Core Set and as free PDFs on FFG's website, so there's no need to buy a giant rulebook or continually re-buy overpriced army books; and ships include dials, tokens, and counters, to make tracking game information such as ship health, speed, activation, upgrades, and the like quick and easy. The game is also well balanced - while some upgrades may be overcosted or have niche applications, and certainly some ships see the table more than others, every ship in Armada is viable and can be made to work with the right list.

The rules are straightforward and intuitive, but still allow for a great deal of complexity and depth. Inherited from its forefather X-Wing, Armada's player base brings a "fly casual" attitude to the table, focusing on fun and civility over nitpicking and tilting, even in tournament competitions.

As a disclaimer: note that the Core Set can be a rather poor and misleading representation of the full game - giving the inaccurate impression that Rebels are strictly fragile flankers with strong squadrons, while the Empire flies slow front-firing bricks supported by glass TIEs; and often ends in very lopsided games dependent solely on whether or not the VSD managed to line up a shot with its front arc. This assessment is in fact only MOSTLY true... not all the rebel ships can flank, and some of the imperial ones can. Also with the Starhawk the Rebels eventually got a giant brick of their own; but that means accepting that movies VII-IX exist.

Star Wars X-Wing[edit]

Star Wars: X-Wing and Star Wars: Armada are completely different scales and rulesets, and while those familiar with X-Wing may notice many individual similarities, Armada is a very different game and in some instances the rules are the exact opposites of their X-Wing equivalents. While X-Wing is a tactical game of starfighter combat between small squadrons of fighters, Armada is a strategical game of fleet combat between capital ships escorted by half a dozen or more squadrons of fighters. If X-Wing draws inspiration from World War 2 dogfighting and allows you to re-enact scenes such as the Death Star trench run, Armada is inspired by WW2 carrier fleets and can simulate the entire Battle of Scarif. If you want to command the full might of an Imperial Star Destroyer and throw a baker's dozen squadrons of TIE Fighters at all of your problems, you're in the right place.

Cost[edit]

Compared to some other tabletop strategy games, Armada has a relatively low entry cost and upkeep requirement. That said, Armada's price is largely front-loaded, especially compared to X-Wing, with the Core Set required to play the game running $100 MSRP, yet providing less than half a full fleet for each faction and the necessary components being impossible to split between two new players to share the cost.

However, once that sticker shock fades off, the good news is that beyond the initial purchase staying up to date with new releases is very inexpensive. With one to two waves per year, and typically one ship per faction per wave, upkeep costs can be as low as $20-$30 once every six months. Unlike X-Wing, it is typically uncommon to need more than two of any ship, and as often as not there's limited need to buy more than one. Furthermore, only a small handful of upgrades are found only in one faction's boxes, so a player who only purchases mono-faction won't be significantly hindered. Eventually, many of those upgrades end up as alt-arts, making them plentiful and cheap to buy or easy to borrow.

As for going from the Core Set to a full 400 points, it'll depend on which faction you want to play and what sort of fleet grabs your interest, but will likely run you around an additional $120. Obviously, if you can grab anything below MSRP - either from a local retailer selling at a discount or buying ships second hand - then that price will begin to fall dramatically. Sample Imperial and Rebel cheap starter fleets for $250 or less (including the $100 Core Set) can be found here, if your own Google-fu fails you. Get imperials if you like pizza slices and Doritos, Rebels if you want the option to proxy potatoes and pickles as ships.

As of 2020 it's now possible to buy the older upgrade cards in just a big box of cards (appropriately named the Upgrade Card Collection), for the most part allowing you to buy just the plastic you want. However you still need a starter set for things like the damage deck, and it remains the only source of the Luke Skywalker & Howlrunner squadron cards.

There are also separate starter boxes for the Galactic Republic and the Confederacy of Independent Systems. Each starter has all the necessary bits you need to play, but focused on one faction and giving you a respectable starting force of three ships.

Gameplay[edit]

Two Victories and an Interdictor flanked by an MC80 Liberty, Nebulon-B, and MC30 Frigate.

The game is played on a standard 6'x4' table, with 6'x3' dedicated to gameplay and the remaining six inches per side for cards and tokens.

The first player activates a ship, and then reveals a command dial set in secret often several turns in advance. If it's a squadron command, the ship activates a number of nearby squadrons which can then engage enemy fighters or make a bombing run on an enemy ship. Then the ship fires if any targets are in range, and then after shooting, moves - making positioning a game of cat-and-mouse as you try to predict where your opponent will be, rather than being able to shoot at where he is now. Huge ships can also choose to pass, delaying their activation until later in the turn.

Ships attack with one or more of three colors of dice, each with a different combination of results and a different range, making up to two attacks a turn; with each of the ship's four firing arcs potentially having different numbers and colors of dice. The new category of Huge ships is an exception, with six firing arcs (the basic four, and the new left-auxiliary and right-auxiliary) which can make three attacks per turn.

While defending, ships have a variety of defense tokens that can be spent to reduce or redirect the incoming damage, with the remaining damage reducing their shields or damaging their hull. Ships move using a maneuver tool that restricts turning based on the given ship's maneuverability and current speed, creating a feeling of momentum and further rewarding skilled positioning and spatial planning.

Squadrons - representing groups of X-Wings, TIE Bombers, or aces like Tycho Celchu or Boba Fett - zoom forward, engaging in dogfights or bombing enemy ships. Squadrons can only make attacks at range 1, regardless of dice color. In addition, squadrons can only move or shoot (not both) unless activated by a squadron command. On the other hand, squadrons can move in any direction and any distance up to their maximum speed, and can do their movement and their attack in either order, giving them great flexibility. If two opposing squadrons move into range 1 of each other they become engaged, meaning they are locked in a dogfight, unable to attack ships or move. Capital ships and squadrons both have separate attack profiles for attacking squadrons or attacking ships. Like ships, squadron aces gain defense tokens of their own to reflect their superior piloting or uniquely modified starfighter.

Activations alternate, with the first player activating one ship, then the second player, until both have no unactivated ships; then players begin activating any squadrons that weren't already activated by a squadron command, with first player activating two squadrons, then second player activating two, and so on.

Rules Summary[edit]

Each round is divided into a number of phases.

Command Phase[edit]

  • Both players set a stack of command dials for their ships in secret, with each ship having a number of command dials equal to its command value. A ship's top command is revealed at the beginning of its activation, and new commands are placed on the bottom of the stack; meaning that ships with Command 2 or 3 require planning well in advance. However, even Command 1 ships have to account for the actions of any other ships that may activate before they do in the turn. Instead of providing the command's normal effect, you can gain a command token of the same type, which offers a lesser version of the ability but can be saved for a later turn. Each ship is limited to no more than one command token per type, and no more total command tokens than its command value. A ship can spend a command token while taking the effect of the same command from a dial, to augment the effect - for example, spending a token while using a navigate command to change speed by 2, or a squadron 3 ship spending a squadron dial and token to command 4 squadrons.
    • Navigate - When your ship executes a maneuver, it can make one additional click to the maneuver tool over what its ship card allows, and can also raise or lower its speed by one. Navigate tokens can be spent to change speed by one. Note that these are normally the only ways to change your ship's speed.
    • Squadron - You may activate a number of squadrons at close-medium range equal to your squadron value, which can then move and shoot in any order. In addition to bypassing the normal restriction that squadrons can only move or shoot, this allows you to activate them earlier in the turn for an alpha strike. A Squadron token can be spent to activate exactly one squadron, regardless of ship. Squadrons can only attack at range 1 - regardless of the color of their dice or the target - and if opposing squadrons enter range 1 of each other, they are "engaged" - unable to move or make attacks targeting ships.
    • Repair - Your ship gains a number of engineering points equal to its engineering value; spend one to move a shield from one hull zone to another, two to regain a shield, or three to discard a damage card (regaining one hull); taking each option multiple times if desired. Engineering tokens provide half your engineering value, rounding up.
    • Concentrate Fire - Add one die of a color already in the attack pool to one of your attacks. Concentrate Fire tokens instead allow you to re-roll one die. If using both in the same turn, they must both be used on the same attack.

Ship Phase[edit]

  • The player with initiative chooses a ship to active, revealing its top command dial. You immediately must choose to either convert it into a token for later, or to use it that turn - if applicable (squadron or engineering), resolving it then. The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone if targeting a ship. Then the ship must execute a maneuver, after which the other player activates one of their ships. Players continue activating ships back and forth until all ships have activated.

Attacking[edit]

It's less complicated in practice than it sounds.
  • The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone (if targeting a ship).
    • First, determine arc of fire, following the lines printed on the ship's cardboard as if they extended out (a laser line tool is useful for this).
    • Then measure range, from the closest cardboard on the attacker to the closest cardboard of the defender, using the range ruler. The attack can only consist of dice that match the distance of the target.
    • Finally, check line of sight, from the yellow diamond on the attacking hull zone to the yellow diamond on the defending hull zone (or the closest cardboard, of a squadron). If line of sight passes over a ship or obstacle, the attack is obstructed, and you must remove one die from your initial pool. If line of sight passes through one of the targets hull zone lines, then you cannot attack that hull zone at all - another hull zone is in the way!
    • Then, to attack, you first roll the initial dice pool - the dice printed on your card, plus any added by effects that modify your "battery armament", such as Expanded Armaments. If this would be no dice - either because the target was out of range of your dice, or because obstruction removed all your dice, then you cannot attack - the target is too far! When firing against squadrons, your ship does not use its hull zone's normal dice, but instead uses its AA value (which is the same for all hull zones). This still counts as firing from a particular arc for that turn, but unlike shooting at a ship, you roll your AA dice as a separate attack against every enemy squadron within arc and range.
    • After the initial dice are rolled, the attacker resolves any effects that take effect "while attacking", such as adding a die via a Concentrate Fire dial or Admiral Ackbar, or re-rolling dice using Leading Shots. The attacker can spend any Accuracy icons to lock down the opponents defense tokens. (Note - attacker can do these in any order, such as spending Accuracy icons before re-rolling the pool using Veteran Gunners, potentially then spending new Accuracy icons).
    • After the attacker is done modifying the dice pool, the target gets to spend any defense tokens not targeted by accuracies to mitigate the damage - flipping green tokens to red (exhausted), or discarding exhausted tokens altogether. Tokens unexhaust at the end of every round - but discarded tokens are gone for the rest of the game!
    • After defense tokens are spent, but before any damage is taken, the attacker has the opportunity to resolve a critical effect. To do so, there must be at least one critical hit in the pool. The crit die is not removed from the pool, and having multiple crits doesn't enable multiple critical effects - only one critical effect can be resolved per attack, regardless of the number of critical hits rolled. All ships (and squadrons with Bomber) have the same critical effect by default - "if the defender is dealt at least one damage card by this attack, deal the first damage card faceup" - with others available via upgrade cards or squadron ace abilities.
    • Finally, the defender suffers any damage, one point at a time, either onto the shields or as damage cards onto the hull.
  • Both ships and squadrons can possess defense tokens. The defender can only spend one of a given type of defense token per attack, and a specific defense token may only be spent once per attack.
    • Brace - Halve the damage in the damage pool, rounding up.
    • Redirect - You may take some (or all) of the damage on an adjacent hull zone, up to that hull zone's remaining shield value.
    • Evade - The first defense token to be errata'd as of Armada 1.5. If the attack is at long range, cancel one die. If at medium or close range, force a re-roll on one die instead. If the ship is of a larger size class than you, you can opt to discard the token outright to force the effect on an additional die (2 discards at long, 2 rerolls at mid-close). Furthermore, the debut of the Onager introduced extreme range, where evade tokens can now cancel two dice outright. Note the timing - if an evade removes the only crit from the pool, then the attacker cannot resolve a critical effect.
    • Scatter - Cancel all attack dice. As with evade, this prevents the attacker from resolving a critical effect.
    • Contain - The attacker cannot resolve the default critical effect.
    • Salvo - After resolving damage, you can return fire on the attacker with your ship's printed rear hull dice battery (or perform a single flak response if the attacker was a squadron). This retaliatory attack cannot be activated by the Counter keyword, the Onager's Ignition attack, or another Salvo token, but can still be triggered if your ship would otherwise be destroyed in the attack. Furthermore, you cannot add any additional dice to the attack pool or perform any critical effects other than the default.
  • Like most of the other FFG Star Wars games, the system comes with its own unique dice. In Armada, the dice faces feature:
    • Blank - a miss.
    • Hit - add a point of damage to the damage pool.
    • Accuracy - the attacker gets to prevent the defender from using one of their defense tokens. Multiple accuracies can lock down multiple defense tokens.
    • Critical Hit - add a point of damage to the damage pool, and allow the attacker to resolve a critical effect. Note that unless otherwise stated, only ships and bombers can score critical hits, and only onto ships - otherwise it offers no effect and doesn't add any damage.
  • There are three colors of dice - all three are D8s, but each features a different combination of faces and have a different range:
    • Black dice (ordnance) have the shortest range and are the most deadly, with four hits, two faces with a hit and a crit, and two blanks.
    • Blue dice (ion cannons) are medium ranged and are the most accurate, with four hits, two crits, two accuracies, and no blanks.
    • Red dice (turbolasers) have the longest range but are the most variable, with two hits, one double hit, two crits, one accuracy, and two blanks.
  • Damage is taken first onto any shields, and then onto the hull. Normal damage is taken as face-down cards drawn from a damage deck, but some effects - including the default critical effect - cause face-up cards. Face-up damage cards carry a negative effect that persists until indicated by the card, or until the card is repaired by the player. Once a ship has a number of face-up and face-down damage cards equal to its hull value, it's destroyed.

Determine Course[edit]

At speed 3, a Nebulon B can make at most 0, 1, and then 2 clicks of the maneuver tool.
  • After attacks have been resolved, the ship executes a maneuver. If the ship has a Navigate dial, or spends a Navigate token, it may change its speed by 1. Place the maneuver tool beside the ship, rotating the yaw at various distances, up to your current speed, based upon the yaw values in your ship's maneuver chart. Note that you can only pre-measure with the maneuver tool during this step! You cannot execute a maneuver that would cause you to overlap the maneuver tool (except if caused by a ram). Once you've made your decision, slot the maneuver tool into the ship's base - at that point, your decision becomes final, and you must execute it. Place your ship's base into the maneuver tool at the corresponding speed - if your maneuver would cause your ship to overlap another, it moves back to the previous notch and both ships take a face-down damage card (if it would still overlap at the previous notch, it continues to back up, potentially such that it doesn't move at all - and only the closest of any overlapped ships receives damage). If the ship overlaps friendly or enemy squadrons, the opposing player places them anywhere in base contact with the ship. Finally, if any part of the ship's base - excluding shield dials - is outside of the play area, that ship is immediately destroyed.

Squadron Phase[edit]

  • Any squadrons that were not already activated by squadron commands activate, but by default they can only move or attack. The first player activates two squadrons, then second player, until all squadrons have activated. Squadrons can only attack at range 1 regardless of the dice in their pool, and can move up to their maximum speed in any direction.

Status Phase[edit]

  • Basically a clean-up stage - you reset your ships' and squadrons' exhausted (but not discarded!) defense tokens, unexhaust any upgrade cards, and resolve any upgrade effects with this timing (eg, dead ships kept alive by Rieekan).

Fleet Building[edit]

Every fleet must have exactly one "flagship" - a ship equipped with your Commander, a unique character leading your fleet and granting a fleet-wide effect. Any ship other than a Flotilla can serve as your flagship.

Each ship can equip one Title upgrade (for example, turning a generic MC80 into Admiral Ackbar's Home One) and/or your Commander, plus a variety of other upgrades depending on the upgrade icons on its ship card. You can equip no upgrades, or as many as you have slots, and you can take as few or as many ships as you want (to a minimum of one, your flagship). There are at least two variants of each ship model, with different point costs, dice, Squadron values, or upgrade slots. Unique cards, usually characters like Darth Vader but sometimes upgrades like the Interdictor's Grav-Shift Reroute, are indicated by a dot next to their name and can only be taken once per fleet - so you can't have Darth Vader as your Commander and field Darth Vader's TIE Advanced at the same time, or field both Officer and Commander Leia. The same upgrade can't be taken more than once on the same ship, and a ship can have at most one upgrade with the "Modification" keyword.

You cannot spend more than a third of the match's point limit on squadrons, rounding up, and can only take one named, defense token-carrying "ace" squadron per 100 fleet points of the agreed total for each fleet. For most games, played at 400 points, this means you can take at most 134 points worth of squadrons and a maximum of four aces. You can take none, or up to your squadrons point cap; taking multiple generic squadrons and/or unique aces - such as a "Red Squadron" wing of Wedge Antilles/Luke Skywalker/Biggs Darklighter, or simply 8 groups of TIE Fighters.

Finally, every fleet has to select one each from three types, of objectives - Assault, Defense, and Navigation. Every game is played using one of the players' chosen objectives. During setup, the player with the lower points value chooses who goes first, giving incentive to "bidding" by intentionally taking fewer than max points to try and guarantee being first (or second) player. First player always activates first in the ship and squadron phases, granting a significant advantage. To counteract this, the first player has to choose one of the second player's three objectives to play that game, with most objectives granting the second player a large advantage - but moreover, giving second player the ability to bring objectives uniquely suited to his list.

Campaign Expansions[edit]

The Corellian Conflict[edit]

The Corellian Conflict introduces a 2-6 player campaign set in the Corellian Sector. Splitting into Rebel and Imperial teams, the players battle for control over planets and resources on a sector map, building up to 500 point fleets while their ships and characters become skilled veterans, or battle-damaged junkers. New mechanics allow for players to retreat to hyperspace rather than wage a losing battle that may have their ships (and their upgrades, titles, etc.) permanently destroyed, or emerge from hyperspace to reinforce their allies during the campaign's ultimate, 1000 point all-out battle. As each team is limited to one of each unique across all of their fleets, and makes their offensive and defensive decisions as a group, each player can opt to specialize their fleet in a certain type of task, or take on the harder battles while weakened fleets repair and rearm.

In addition to the campaign components, the Corellian Conflict also introduces new material for standard Armada games. Four new Objectives per type (as well as a new Dust Field Obstacle that blocks all attacks) increase your list building options, as well as the variety of lists you must be prepared to counter; and each of the squadron types in the Rebel and Imperial Squadrons 1 boxes get two new unique squadron cards/bases - one new ace, and one new unique that lacks defense tokens but brings new options to the table - for a total of 16 new squadrons.

Faction Tactics[edit]

Non-Faction Upgrades[edit]

Officers[edit]

  • Intel Officer - Exhaust after rolling your initial dice pool (but before resolving any effects, like Concentrate Fire) pick a defense token, and your opponent has to discard it if they use. Great on heavy hitters, especially those only making one attack per round anyways.
  • Navigation Officer/Tactical Expert/Engineering Captain/Wing Commander - Your command can always be this command. Pricey and in a valuable slot, but the ability to always have a certain command if you suddenly need it (eg, Navigate on a Madine Liberty) can give you the freedom to crank out other Commands, rather than dialing in commands you end up not needing.
  • Defense Liaison/Weapons Liaison - Discard a command token, and your command can always be one of two commands. Similar to the above options, cheaper in points and more flexible, but pricier in conditions (requires a token). As above, you can dial in the same command over and over while resting easy you can switch out if needed.
  • Damage Control Officer - Upgrades your contain token to prevent all critical effects. Meta dependent, but useful if you expect lots of APTs or the like.
  • Support Officer Discard your entire command stack and reset it. Only useful on Command 3+ ships (otherwise, use Skilled First Officer instead), but allows them to change their commands if things are not going according to keikaku, or a Slicer Tools/Cham Syndulla has "altered" your plan.
  • Strategic Adviser - Designed as a counter for the mass of Small ship swarm fleets. A Large ship could exhaust this upgrade and pass their turn, forcing your opponent to activate another one of their ships before your ISD or MC could enter their fire zone. As of the most recent changes to Armada 1.5, this upgrade is now BANNED from the game.
  • Expert Shield Tech - When defending and using a Redirect token, you can choose to instead decrease the damage by 1 instead of the standard Redirect effect. Good for pairing with Brace tokens to hopefully totally mitigate all damage from an attack, or making Redirects stay useful when the rest of your shields are gone.
  • Veteran Captain - Discard to gain a command token. Cheap and useful in a pinch, but Hondo is cheaper still, and while he benefits the enemy too, he doesn't have to use up the Officer slot of the ship you need a token on.
  • Flight Commander - Your squadron command can resolve after moving, rather than immediately after revealing your dial. Primarily useful with Fighter Coordination Team.
  • Hondo Ohnaka - A unique but not faction-locked officer, Hondo can be discarded to give two ships two different command tokens. Then, your opponent chooses two ships and assigns them the remaining two tokens. A double-edged sword, but first pick of tokens and control of exactly when he's used grant you the edge if you utilize his effect well - such as when your opponent has only one ship left and has to give you the fourth token. A heads up for Imperial players, but officer Hondo and Slave 1 Hondo cannot be in the same fleet, for obvious reasons.
  • Chart Officer - Discard to ignore the effects of landing on an obstacle. Cheap insurance for a ship that doesn't have the hull to afford eating a damage card, like the MC30; or for pairing with an objective like Navigational Hazards.
  • Skilled First Officer - Discard to discard your top Command dial. Useful on Command 3 ships, and allows Command 2 ships to overwrite their entire stack (you discard your top Command dial before reassigning the one used in the previous turn). A fantastic card for a single point, the main reason it wasn't used more was the former exclusivity to the Liberty expansion. The recently released Upgrade Card Collection mitigates this somewhat by having two in the box.

Weapons Team[edit]

  • Gunnery Team - You get to shoot twice with one arc, but can't target the same ship or squadron twice during this activation. Note that if you take Advanced Gunnery, Gunnery Teams "can not" overrides Advanced Gunnery's "can" on shooting the same target twice.
  • Flight Controllers - Squadrons you command get an extra blue die in their anti-squadron roll. Another good reason to keep your carrier close to the dogfight. Pairs well with the Empire's generally higher Squadron values, and makes for frighteningly lethal alpha strikes.
  • Sensor Team - Exhaust and spend one die to turn another die into an accuracy. Makes for a discount H9 Turbolasers if you don't need the slot for anything else, but you usually do.
  • Veteran Gunners - Exhaust to reroll your entire attack pool. Black dice ships prefer Ordnance Experts, and red dice ships usually want Gunnery Teams, but it's a source of dice-fixing at a low price.
  • Ordnance Experts - Reroll up to 2 black dice. Used to let you reroll all black dice, but was rebalanced with a slight point cut. Most of the time, all you want to reroll are those pesky blank results to trigger a crit to proc APTs or ACMs.
  • Ruthless Strategists - While attacking squadrons, you can take a damage on a friendly squadron to deal an (unblockable) damage to an enemy squadron. Great way to deal with pesky scatter aces, especially if you're flakking with red die-wielding ships and have high hull squadrons like VCX-100s or Decimators around.
  • Fire Control Team - Exhaust to resolve an additional critical effect, but not the same one twice. Note the way that the default critical effect, APTs, and XX-9s are worded, you can't stack them with the default critical effect (and if stacked with each other, you don't get 3 crits, only 2). Still, resolving ACMs and XX-9s, or some combination of the various blue crit effects, can be very fun - but while the upgrade is cheap, it's on top of paying for both crits, and most ships with a Weapons Team want to take something else besides.
  • Local Fire Control - After deploying, you MUST replace one of your existing defense tokens with a Salvo token. Gives ships with previously clumsy defense token setups (MC75 with two Contain tokens, Raider with 2 Evades and Braces but no Redirects) a bit more firepower than before, but only after taking one on the chin.
  • Weapons Battery Techs - When attacking a ship, change one of your accuracy icons to a face with a crit icon. Obviously doesn't work with black dice, but combine with H9s to always produce a blue crit, or make Heavy Ions or NK-7s that much more likely to go off. The Onager also gets a boost from these, as both Superlaser and the Sunder title don't need black crit die to activate.

Offensive Retrofit[edit]

  • Phylon Q7 Tractor Beams - Force a ship of equal or smaller size to toss a Navigate token, or slow them down by 1 (to minimum of 1) if they have none.
  • Rapid Launch Bays - Load a number of squadrons up to your Squadron value into your ship, and then deploy them at range 1 with a Squadron command. You can then resolve that Squadron dial as normal, but if used to activate the Squadrons you just deployed, they can't move this turn. Drop in the face of a big ship coming to bully you, or use a second carrier to send the deployed squadrons off into the fight.
  • Hardened Bulkheads - Attach this to a Large ship. When it rams or is rammed by a smaller ship, it does not take a face down damage card. This does not protect it from 'Garel's Honor', as that title assigns a face up critical damage card on impact.
  • Point Defense Reroute - Reroll crits when shooting at squadrons at close range. Worthless on ships with black flak, but doesn't benefit from the extra range of blue flak. Rebels should just take Toryn Farr, but it can add a bit of damage to blue dice flak coverage if you've cheaped out on taking squadrons.
  • Expanded Hangar Bay - Increases your Squadron value by 1, and not considered a "Modification". Cheaper than taking another flotilla if points are tight, or you've got upgrades that make your activated squadrons better.
  • Reserve Hangar Deck - When a non-unique with Swarm within distance 5 of this ship is destroyed, discard this upgrade to bring it back into play with 2 hull points within distance 1 of your ship. More of an Imperial/Separatist upgrade for now, as the Rebels/GAR only have one squad type each that can benefit from this (Z-95s and V-19s respectively). Three points to replace an 11 point TIE Interceptor/Tri-Fighter or a 12 point Jumpmaster is a bargain.
  • Quad Laser Turret - Your ship gets Counter 1 at close range. Can make a target less appealing if you've got enough overlapping flak coverage that the potential extra 1 damage matters, but taking fighter squadrons is usually the more cost effective defense unless you've got a good reason not to.
  • Boosted Comms - Command squadrons at long range. Useful for ships that are fragile enough they need to keep some distance from the brawl, or for fast squadrons that want to pounce and alpha strike the enemy.
  • Advanced Transponder Net - Heavy squads up to distance 2 keep enemy fighters from attacking the ship. Can get more play now thanks to Armada 1.5 nerfing Intel, but it takes up the valuable "Modification" tag for any ships taking this.
  • Disposable Capacitors - For one round, a small or medium ship can throw its blue dice at red range. Huge boon to VSDs, giving them the ability to potentially one-shot two different small ships (with Gunnery Teams) who thought themselves relatively safe at long range with their evades, and somewhat ameliorating their slow speed.
  • Proximity Mines - Once obstacles are placed, discard this to place the new Proximity Mine tokens onto the play area. You're limited to half of your engineering score rounded down, so you're going to be placing no more than 2 per ship without upgrade shenanigans.
  • Flag Bridge - The first 0 point upgrade in the game. Strap onto your Medium or Large flagship that's missing a Fleet Command slot and isn't already using a Modification like Spinal Armaments to gain a single use Fleet Command option.
  • Flak Guns - Treat your anti-squadron dice as black. When resolving a Salvo attack against a ship, your black dice may be used at Medium range, and your blue dice may be used at Long range. Helps get a little more oomph out of ships fishing for black-blue crit upgrades, but only if they already have Salvo or gain it through Local Fire Control / Reactive Gunnery.

Boarding Teams[edit]

A specific type of upgrade that uses both an Offensive Retrofit and a Weapon Team slot, and requires you to discard a Squadron dial/token and the upgrade, while at close range of an enemy ship, to trigger.

  • Boarding Troopers - Select a number of defense tokens up to your Squadron value, and exhaust them. Slap on an ISD with Avenger to one-shot almost any ship in the game.
  • Boarding Engineers - Select a number of facedown damage cards up to your Engineering value, and flip them face-up (one at a time). Rarely seen outside of anti-SSD monobuilds.

Support Team[edit]

  • Engine Techs - If you resolved a Navigate command this round, you can execute a speed 1 maneuver after your normal maneuver. Great on slower ships, ships with good yaw at speed 1, and any ship that wants the extra flexibility - or just to ram something twice.
  • Projection Experts: - Spend up to two engineering points to shunt that many shields to a friendly ship. Useful on high-engineering ships like Home One or the Interdictor that can then regenerate back the shields they sent off.
  • Auxillary Shields Team - When recovering or moving shields during a Repair command, you can increase the maximum shield value of each hull zone as one more than the printed card value, but not beyond the maximum value of 4. Beef up the anemic side arcs of a Nebulon-B or a LMC80, or make sure that a Demolisher Gladiator has a little more protection before sending it into the fray.
  • Engineering Team - Gain one extra engineering point. Pricey at five points, and only useful for moving a shield around unless you have an odd Engineering score.
  • Nav Team: - Your Navigate tokens can be used to increase yaw instead of change speed. Useful for a bit extra yaw if you have tokens lying around, stacks with Ozzel (but not Madine).
  • Fighter Coordination Team - After your maneuver, you can drag a number of unengaged squadrons up to your Squadron value distance 1. More useful on otherwise slow squadrons, like B-wings, and/or with Yavaris - there's no rule that they can't end the move engaged.
  • Medical Team - Discard before taking a "crew" faceup damage card to discard it. That's around half the deck - worth it? Usually not, although the Separatists have a tanky Munificient build that likes it.

Fleet Command[edit]

Powerful, unique upgrades that enhance your entire fleet. Most commands require you to discard either a corresponding Command token or the upgrade itself at the start of the ship phase. Every faction has at least one ship that can use them natively, but if you just want a one-time-use command they can be equipped on most medium or large hulls using the Flag Bridge offensive retrofit. Once a fleet command is activated the effect persist until the end of the round, even if the ship carrying the upgrade is destroyed.

  • All Fighters, Follow Me! - Squadron token; every squadron activated by a ship increases its speed by 1 (to a maximum of 5).
  • Entrapment Formation! - Navigate token; during their Determine Course step, your ships may change speed by 1.
  • Shields to Maximum! - Engineering token; before revealing their command dial, your ships may regain 1 shield.
  • Intensify Firepower! - Concentrate Fire token; while attacking another ship, your ships may change 1 die to a face showing 1 hit icon (and nothing else).
  • Take Evasive Action! - Navigate token, during their Determine Course step, your ships may increase their final yaw value by 1.
  • Hot Landing (Republic/Separatist Only) - When the Squadron Phase starts, all friendly squads with Adept gain Grit until the end of the round. If a friendly Adept squad is destroyed, you may also designate an enemy ship at range 1-2. The ship you choose gains 1 raid token. As of this writing, the only squadrons with Adept are the Republic Delta-7s with their aces and Anakin Skywalker's Y-Wing.

Defensive Retrofit[edit]

  • Redundant Shields - Regenerate one shield per turn. Eight points for (probably) 3-4 turns worth of spent Engineering tokens, in a (usually) valuable slot.
  • Early Warning System - At the beginning of each round, you can choose a hull zone and place a chaff token on it. Any attacks to this hull zone by ships or squadrons are considered obstructed. Then remove the token at the end of the round. Great for ships with wide arcs that want to stay at longer ranges. As an added bonus, this does not count as "obstruction by a ship or obstacle" as per General Romodi's commander effect, so you don't have to worry about extra damage coming from Imperial players.
  • Electronic Countermeasures - Exhaust to spend one defense token targeted by an accuracy. Extremely valuable on ships with a single brace token, but remember to have an Engineering token on hand to refresh post Armada 1.5 rebalance.
  • Advanced Projectors - Your redirects can put damage on as many hull zones as you like. Hard-countered by XI7s, but useful on ships with balanced shields in a meta without XI7s.
  • Cluster Bombs - Discard for four dice against an enemy squadron that attacks you, bypassing their defense tokens (and Biggs, etc). For an average 3 damage, not worth it unless you have other means of piling on flak damage (Quad Laser Turrets, etc), and dubious even then.
  • Reinforced Blast Doors - At the start of the ship phase, discard up to 3 facedown damage cards. Three extra health on an MC80 or ISD is amazing, but smaller ships like CR90s or Arquitens can have trouble not going from 3/4 hull to 0 in a single turn - although even 1 or 2 extra HP on those ships can make all the difference; just ask Motti.
  • Reactive Gunnery - When defending, spend a defense token and exhaust this card to treat the defense token as a Salvo token. Obviously, this only works once per attack and spending a genuine Salvo token at the same time is impossible.
  • Thermal Shields (Republic/Separatist Only) - May only be equipped to a Medium or Large ship. After your opponent gathers his dice for an attack, but BEFORE any additional dice are brought in with a Concentrate Fire dial or card effects, you may spend a Brace token to remove half of the attack dice rounded down from your opponent's attack pool. Essentially, you're trading in rounding the total damage down by half in exchange for potentially removing an entire color band of dice, and doing so without being locked down by an accuracy result or triggering Intel Officer. However, this counts as spending your Brace token for the attack, and it does poorly against effects like Slaved Turrets, Opening Salvo, Admiral Ackbar, General Romodi, etc.

Experimental Retrofit[edit]

Exclusive to the Interdictor.

  • G-8 Experimental Projector - Before an enemy ship within range 5 of your Interdictor begins the Determine Course step, exhaust this upgrade to temporarily force it's speed down by 1 until that movement ends. Note that this is a temporary decrease and not resetting your opponent's speed dial. This means that if your opponent spends a token or dial to bring their speed up to normal, they'll need to end the turn 1 speed higher than before. If they were at maximum speed, for example, they cannot increase their speed because when your G-8s wear off, your opponent's ship will then be 1 speed above their maximum. It also only works for 1 maneuver, not for 1 activation. Use it to cancel out your opponent's Engine Techs, or combine it with other speed control like Admiral Konstantine or Phylons to keep your opponent where you want them.
  • Targeting Scrambler - When a friendly ship at up to distance 3 (including the Interdictor that has this upgrade) is defending at close range, exhaust this card as if your were spending a defense token and force your opponent to reroll up to 4 dice of your choosing. Leveraged properly, this can keep your ships alive through even the most dire situations. Have a Gladiator or Raider pull up to stabbing distance with the confidence that they'll survive the shootout. Keep it around to nullify a MC30 bombing run on your ISD. Or combine it with a damage mitigating upgrade like Captain Brunson to make your Interdictor frustratingly hard to kill.
  • G7-X Grav Well Projector - After placing obstacles but before placing fleets, place a Gravity Well token anywhere in the play area. When any ship deploys within range 3 of the token, it must deploy at speed 0. This effect continues for the rest of the game, not just during setup. So Raddus ships and Hyperspace Assault ships are also affected.
  • Grav Shift Reroute - After placing obstacles, place a Gravity Shift token within the play area. After placing fleets, any obstacles at up to distance 3 can be moved within distance 2 of their original position. For 2 points, you can totally change the flow of the game before it starts. All obstacles are affected by Grav Shift Reroute, including objective obstacles like stations or asteroids with tokens on them. Clear a path for your fleet, or box in your opponent to get the leg up on early on.

Ion Cannons[edit]

  • Generally Good
    • Heavy Ion Emplacements - The ion cannon version of Assault Concussion Missiles. Use with a blue crit and exhaust the card to drain 1 shield from the targeted hull zone and both adjacent shields. Since this occurs before damage is dealt, your opponent can't Redirect the shield damage away. HIEs are the standard ion choice for big ships throwing enough blue dice to reliably generate a critical.
    • Ion Cannon Batteries - Blue crit effect; force enemy to discard a command token, losing a shield if they have none. These are good strictly for their token removing, but it's meta dependent. Cards increasingly rely on tokens, but in turn more commanders and upgrades are able to supply them on demand. They're slightly cheaper than heavies and don't exhaust, so they're worth considering on ships with enough blue dice in multiple arcs to expect a critical on both their attacks.
    • SW-7 Ion Batteries - Unspent blue accuracies count as 1 damage. Which means, yes, your blue dice now are guaranteed damage. SW-7's are best on small ships throwing 1-2 blues at bigger ships that might not bother to brace away such a small attack.
    • Leading Shots - Spend a blue die to reroll any number of dice in your attack pool. This is the card that ensures your big ships do the damage they need to with their strong arcs. Pair with Defiance, Opening Salvo, etc to trigger at long range. Leading shots is more often used when you have a lot of red or black dice and maybe one comedy blue that you're willing to sacrifice to improve your black and red dice.
  • Arc Upgrades
    • High-Capacity Ion Turbines - Adds a blue to each side. Like most dice adding cards it's expensive and uses the modification slot.
  • Situational at Best, Usually Not Encountered
    • NK-7 Ion Batteries - Blue crit effect; exhaust to make the defender discard one of their defense tokens. At 10 points for an exhaust effect and the defender chooses the discard, the NK-7 is simply not worth using. If it was cheaper, worked on every attack, or hit the attacker's choice, then it'd be a contender for best upgrade in the slot. Instead it's a contender for worst upgrade in the whole game.
    • Overload Pulse - Blue crit effect; exhaust all of the enemy's defense tokens. Turns enemy ships into punching bags for the rest of the round, but crits resolve after defense tokens are spent, so you need another ship to set up your big (cough Avenger cough) attack.
    • MS-1 Ion Cannons - Blue crit effect; exhaust one enemy upgrade card. Being exhausted doesn't do anything to cards without an exhaust effect, so very meta dependent. It's cheap at 2 points but for the ships you might spam this on you're generally just better off finding three more points to use SW-7's.
    • Point Defense Ion Cannons - Non-huge ships can force attackers at close range (or distance 1, for fighter attacks) to reroll a single die of the defender's choice.

Ordnance[edit]

  • Most Frequently Seen
    • Assault Concussion Missiles - Amazing upgrade that hammers both adjacent hull zones for one damage each on a black crit. Weakens Redirect, can't be Braced, and if you're rolling black dice they can't Evade anyways. As of the 1.5 update it's now an exhaust effect, but it's also now 2 points cheaper. The go-to choice for big ships focused on fighting other big ships.
    • Assault Proton Torpedoes - Black crit deals an automatic face-up damage card. Free crits through shields never hurt. The 1.5 card update makes this an exhaust effect, so you'll do that face up card only one time per turn.
    • External Racks - Discard to add two black dice to a single attack. A 4-point upgrade that works for any arc and is cheap enough to be an auto-include on anything that can take it, even on kamikaze builds.
  • Arc Upgrades
    • Expanded Launchers - Two extra black dice in the front arc. Decent enough, but the ACMs are usually more flexible (work on side arc shots) and more cost-efficient.
    • Rapid Reload - An extra black die on either side. External racks killed this, since in practice most ordinance ships have difficulty staying alive long enough to justify an expensive modification.
  • Anti Squadron
    • Flechette Torpedoes - Spend a black critical result while flakking to activate the targeted squadron. While inexpensive and potentially devastating to fighter meta, this is only really seen in the wild on Raider-I's.
    • Ordnance Pods - After your attacks, exhaust this card to make a black die flak attack from one of your hull zones. Exclusive to medium or large ships, so putting it on a Raider or MC30 is impossible. This attack stacks with other flak boosting upgrades like General Draven or Agent Kallus.
    • Wide-Area Barrage - As a black critical effect against a ship, an enemy ship or squadron at close range of the target takes damage equal to half the number of hits showing on your black dice. Most ships with an Ordnance slot have better cards to put there, and your opponent can just spread out a bit, making it situational. But for 2 points, a last/first Demolisher can rush Gallant Haven, and snipe Jan Ors at the same time.

Turbolasers[edit]

  • 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.

Fleet Support[edit]

  • Bomber Command Center - Bombers out to distance 5 get a reroll. What you use if you're running a squadron-heavy list.
  • Slicer Tools - Screw with the top dial of a ship at distance 3. Scatter will save you from the ship you're hacking... but leave you open to others. Stick to them like a remora and use them for cover.
  • Repair Crews - Engineering commands let you fix 1 damage card on a ship at distance 2. Perhaps useful, but is this really the best use of points?
  • Comms Net - Shift tokens to ships nearby. Ship support, if you have a ship build that needs a lot of tokens.
  • Jamming Field - All squadron shots on other squadrons at distance 2 are obstructed. Note this affects friendlies as well! Also doesn't break engagements. Largely regarded as binder trash.
  • Munitions Resupply - Comes with 5 Concentrate Fire tokens, and requires a non-Squadron token to refresh. After revealing the command dial, you can discard any number of tokens from this card to give a Concentrate Fire token to that same amount of friendly ships at distance 1-5 of you. Great for feeding hungry upgrades like Intensify Firepower, Gunnery Team or Director Krennic.
  • Parts Resupply - Functionally identical to Munitions Resupply, but provides Repair tokens and can refresh with any non-Concentrate Fire token.

Superweapons[edit]

  • 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.

External Links[edit]

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