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==Ships== {| class="wikitable" |- ! Class !! Variant !! Fore !! Sides !! Aft !! AA !! Hull !! Defenses !! C/S/E |- | Consular | Armed Cruiser | <span style="color:green">❷</span> <span style="color:blue">⬤⬤</span>⬤ | <span style="color:green">❷</span> <span style="color:blue">⬤</span>⬤ | <span style="color:green">❶</span> <span style="color:blue">⬤</span> | <span style="color:blue">⬤⬤</span> | 4 | Contain, Evade, Redirect | 1/1/2 |- | Consular | Charger c70 | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | ⬤ | 4 | Contain, Evade, Redirect | 1/1/2 |- | Pelta | Medical | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 5 | Brace, Evade, Redirect | 2/2/4 |- | Pelta | Transport | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span>⬤ | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span>⬤ | 5 | Brace, Evade, Redirect | 2/1/4 |- | Acclamator | I | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤</span>⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span>⬤ | ⬤⬤ | 7 | Brace, Redirect, Salvo | 3/3/4 |- | Acclamator | II | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤</span>⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:blue">⬤</span>⬤ | 7 | Brace, Redirect, Salvo | 3/3/4 |- | Venator | I | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤</span>⬤⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span>⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span>⬤ | <span style="color:blue">⬤⬤</span> | 9 | Brace, Contain, Redirect, Salvo | 3/3/4 |- | Venator | II | <span style="color:green">❹</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span>⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span>⬤ | <span style="color:blue">⬤</span>⬤ | 9 | Brace, Contain, Redirect, Salvo | 3/5/4 |- | Victory | I | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span>⬤⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 8 | Brace, Redirect, Salvo | 3/3/4 |- |} ===Consular Class=== [[file:Republic_Charger_Chan.jpg|right|300px]] The Consular is basically two very different ships sharing a single mini. Its variants approximate the CR90 and Hammerhead in their roles, with a maneuver chart more like the Imperial Raider. Unlike the Raider, both versions have a support team slot allowing them to use engine techs to go fake speed 5, and with the 5th leg having 2 clicks of yaw. * '''Armed Crusier:''' The cheaper variant, equipped with defensive and ordinance upgrades. The Armed plays more like the Hammerhead, wanting to get in close and unload some black dice with external racks. The standard rebel suicide Hammerhead can throw <span style="color:red">❶</span><span style="color:blue">❶</span>❺. The Armed Cruiser with the same fit, dial, and angle can throw <span style="color:blue">❸</span>❺ and moves faster. This hull also has <span style="color:blue">❷</span> AA, but its upgrades don't offer much synergy as a flak boat. * '''Charger c70:''' The Armed Cruiser's polar opposite; the Charger is a long range run & gun harasser with offensive and turbolaser upgrades. It lacks the second evade that made the TRC-90 such a menace; instead, the Charger wants to use Linked Turbolaser Towers to throw about the same amount of red damage. * '''Titles''' ** '''Radiant VII''': Gives up turbolaser and ordinance upgrades to gain a fleet support. Give it bomber command and team it up with Nevoota Bee to give your Y-Wings and ARC-170s three tries at getting a crit. Or give it Munitions Resupply to feed concentrate tokens to your flying triangles. **'''Swift Return''': Can change speed or increase yaw value by 1 if determining course near an obstacle. <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> '''Basic Builds''' <div class="mw-collapsible-content"> {| class="wikitable" |- ! Role !! Cost !! Parts !! Notes |- | Ranged Harasser | 60 | * Charger c70 * Swift Return * Clone Captain Zak * Linked Turbolaser Towers | style="width: 40%"| The Clone version of the TRC-90. A bit more expensive for a bit more ship. |- | Kamikaze | 41 | * Armed Cruiser * External Racks | One point more expensive than the standard rebel suicide hammerhead. |- | Space Cleric | 55 | * Armed Cruiser * Radiant VII * Redundant Shields * Parts Resupply * Projection Experts | Park it behind an Acclamator to push repair tokens. |- | Carrier Escort | 50 | * Armed Cruiser * Radiant VII * Bomber Command Center * Clone Navigation Officer | This build wants to operate with Nevoota Bee and some Y-Wings, getting dials and passing corresponding tokens to the Bee. |- |} </div> </div> ===Pelta Class=== [[file:Republic_Pelta_Chan.jpg|right|300px]] The Republic Pelta is cheaper but slightly weaker than its Rebel equivalent. It retains the same shields and defense tokens, but loses one forward dice. Instead of a fleet command, both versions offer a fleet support. Its lower cost puts the pelta in competition with the consular as a fleet building block rather than a centerpiece. This is illustrated by its title list, which leans into making it a better small base ship. * '''Medical Frigate:''' Combining a fleet support with an offensive slot and squadron 2, this is a natural choice for bomber command center. * '''Transport Frigate:''' The cheaper variant with a defensive slot; with two aft red dice, it's worth considering reactive gunnery. * '''Titles''' ** '''FB-88''': Before you reveal a command you may discard your top command dial. DOES NOT DISCARD, making it a strictly better skilled first officer and effectively turning the pelta into a psudo command 1 ship. **'''TB-73''': Gains an evade token. But you don't have a turbolaser slot so no TRCs. ===Acclamator Class=== [[file:Republic_Acclamator_Chan.jpg|right|300px]] The grandpalpy Star Destroyer, the Acclamator is essentially a Victory as flown by clones: its faster and somewhat more flexible in how it can be fitted out and used. More importantly though it fixes the chief problem of the Victory by being much cheaper. It doesn't futz around with ion cannon upgrades; both versions get turbolasers and ordinance. The Acclamator fits out well for squadron work; if you want to load it down with expanded hangars and fly it like a very angry Quasar Fire, it can do that. Its main limitation is that its maneuver chart is bad. Really bad, "marginally better than the super star destroyer" bad. The safest way to fly this thing is to just stack navigate dials and take a dial fixing officer to do whatever you're gonna do with it. * '''Acclamator I:''' At 66 points, you can have almost two of these for what the Empire spends on an Imperial-II. This is the squadron-friendly version with two offensive retrofits. The presence of a second offensive slot raises boarding troopers from "hahaha '''no'''" to serious "hmmmmm" territory. * '''Acclamator II:''' Two points cheaper than the basic Victory, the Acclamator II has more staying power on account of its defensive retrofit slot. This is the artillery version and relies on either going big on red with spinals or using the swivel-mount guns to throw black dice out to red range. * '''Titles''' ** '''Implacable:''' Can give up to 2 shields from its front arc to a friendly out to 1-2. ** '''Nevoota Bee:''' [[Bees|OH GOD THE BEES!!!]] Generic squadrons gain swarm during activation, and activated swarms can reroll one dice when attacking ships. <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> '''Basic Builds''' <div class="mw-collapsible-content"> {| class="wikitable" |- ! Role !! Cost !! Parts !! Notes |- | Basic Carrier | 80 | * Acclamator I * Nevoota Bee * Flight Commander * Flight Controllers | style="width: 40%"| The carrier escort build in the Consular section includes a clone navigation officer which can feed squadron tokens to this ship. |- | [[Space_Marine_Battle-barge|Battle Barge]] | 80 | * Acclamator I * Boarding Troopers * External Racks * Linked Turbolaser Towers | A low cost build for delivering a boarding party. |- | [[MEQ]] | 95 | * Acclamator II * Clone Navigation Officer * Clone Gunners * Reinforced Blast Doors * External Racks * Linked Turbolaser Towers | This setup is designed to work in a team using token passing; using Clone Navigator it can generate remote confire tokens for clone gunners as long as it has a partner ship nearby. Think of this as a [[Tactical Squad|tactical]] marine, good without being specialized. |- |} </div> </div> ===Venator Class=== [[file:Republic_Venator_Chan.jpg|right|300px]] The Republic's big angry triangle. Relative to the ISD, its not as tough, loses a click of manuvering at speed 3, and not as shooty in the forward arc. But it's also cheaper and always has an ordinance slot. The two versions have basically a [[gork]] & [[mork]] thing going, where they both like to smash face and throw squadrons, and it's just a question of which likes which more. * '''Venator I:''' 90 points gives you an angry triangle with a fleet command slot. Throws red and black up front, rainbow dice in all other directions, with double blue flak. * '''Venator II:''' Ten more points gives you a squadron value of 5, more blue in the dice load, and a defensive upgrade, but you give up the fleet command. * '''Titles''' ** '''Tranquility:''' After spending defense tokens you can move shields around. ** '''Resolute:''' Starts with four tokens of at least two types; when resolving a dial you can also get the matching token. Doesn't work on navigate. ** '''Triumphant:''' Does the same gimmick as the Imperial "Centicore" title, becoming a super relay 3 ship but only for squadrons without adept. ===Victory Class=== The Victory I was <strike>dumped on</strike> ''granted to'' the Republic in ''Rapid Reinforcements I''. Weighing in at 75 points and inheriting literally all of the flaws it's carried since the starter box hit shelves, the Victory has exactly ONE advantage over the Acclamator: ''Star Destroyer''. Which means it can take SPHA-T's, and for less than it'd take for a Venator. If your goal is to get as many ignition attacks on the table as possible, this is the hull to do it with.
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