[Armada] Wave IX - Clone Wars
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[Armada] Wave IX - Clone Wars
Zunächst mal die Bilder:
Dial Upgrade Pack
Karten Upgrade Pack
Neue Boxen
Separatisten
Republik
Preise
Hier die schriftlichen Werte die ich aus den Bildern des Inflight Reports entnehmen konnte.:
Republik
Consular-Class Charger c70 (45 Punkte)
Kommando 1, Staffel 1, Technik 2
Geschwindigkeit 4, Hülle 4, Schilde 2,2,1
Offizier, Techniker, Offensive Nachrüstung, Turbolaser
Schlüsselwort: Clone
Consular-Class Armed Cruiser (37 Punkte)
Kommando 1, Staffel 1, Technik 2
Geschwindigkeit 4, Hülle 4, Schilde 2,2,1
Schlüsselwort: ?
Acclamator I-Class Assault Ship (66 Punkte)
Kommando 3, Staffel 3, Technik 4
Geschwindigkeit 3, Hülle 7, Schilde 4,2,2
Schlüsselwort: Clone. Transport.
Acclamator II-Class Assault Ship
Kommando 3, Staffel 3, Technik 4
Geschwindigkeit 3, Hülle 7, Schilde 4,2,2
Offizier, Waffenteam, Defensive Nachrüstung, Flugkörper, Turbolaser
Schlüsselwort: Clone. Bombard. Transport.
V-19 Torrent Squadron (12 Punkte)
Eskorte
Schwarm
Delta-7 Aethersprite Squadron (17 Punkte)
Adept 1 (Solange du angreifst, darfst du einen Würfel neu würfeln)
Ausweichen 1 (Solange du dich gegen eine Staffel verteidigst, während des Schritts Verteidigungsmarker ausgeben, darfst du einen Würfel neu würfeln lassen.)
Konter 2
Delta-7 Aethersprite - Luminara Unduli
Behandele den Angriff als versperrt, wenn nicht einzigartige befreundete Staffeln in Reichweite ? angegriffen werden.
Adept 1 (Solange du angreifst, darfst du einen Würfel neu würfeln)
Konter 2
Separatisten
Hardcell-Class Battle Refit (52 Punkte)
Kommando 1, Staffel 2, Technik ?
Geschwindigkeit ?, Hülle 5, Schilde 3,1,1
Offizier, Offensive Nachrüstung, Defensive Nachrüstung, Turbolaser
Schlüsselwort: Droid. Transport.
Hardcell-Class Transport
Kommando 1, Staffel 2, Technik ?
Geschwindigkeit ?, Hülle 5, Schilde 3,1,1
?
Schlüsselwort: ?
Munificent-Class Comms Frigate
Kommando 2, Staffel 3, Technik 4
Geschwindigkeit 2, Hülle 6, Schilde 4,3,2
Offizier, Unterstützungsteam, Defensive Nachrüstung, Ionenkanonen, Turbolaser
Schlüsselwort: ?
Vulture Class Droid Fighter Squadron (8 Punkte)
AI: Anti-Staffel 1 (Solange du eine Staffel angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.)
Schwarm
Vulture Class Droid Fighter Squadron - DFS - 311 (18 Punkte)
Solange du verteidigst, wenn der Angriff versperrt ist, darfst du den Angreifer zwingen 1 Würfel deiner Wahl neu zu würfeln.
AI: Anti-Staffel 1 (Solange du eine Staffel angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.)
Spionage
Schwarm
Hyena-Class - ??
Solange du ? angreifst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die bereits im Pool ist.
AI: Battery 1 (Solange du ein Schiff angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.) ??
Bomber
Schwer
Dial Upgrade Pack
Karten Upgrade Pack
Neue Boxen
Separatisten
Republik
Preise
Hier die schriftlichen Werte die ich aus den Bildern des Inflight Reports entnehmen konnte.:
Republik
Consular-Class Charger c70 (45 Punkte)
Kommando 1, Staffel 1, Technik 2
Geschwindigkeit 4, Hülle 4, Schilde 2,2,1
Offizier, Techniker, Offensive Nachrüstung, Turbolaser
Schlüsselwort: Clone
Consular-Class Armed Cruiser (37 Punkte)
Kommando 1, Staffel 1, Technik 2
Geschwindigkeit 4, Hülle 4, Schilde 2,2,1
Schlüsselwort: ?
Acclamator I-Class Assault Ship (66 Punkte)
Kommando 3, Staffel 3, Technik 4
Geschwindigkeit 3, Hülle 7, Schilde 4,2,2
Schlüsselwort: Clone. Transport.
Acclamator II-Class Assault Ship
Kommando 3, Staffel 3, Technik 4
Geschwindigkeit 3, Hülle 7, Schilde 4,2,2
Offizier, Waffenteam, Defensive Nachrüstung, Flugkörper, Turbolaser
Schlüsselwort: Clone. Bombard. Transport.
V-19 Torrent Squadron (12 Punkte)
Eskorte
Schwarm
Delta-7 Aethersprite Squadron (17 Punkte)
Adept 1 (Solange du angreifst, darfst du einen Würfel neu würfeln)
Ausweichen 1 (Solange du dich gegen eine Staffel verteidigst, während des Schritts Verteidigungsmarker ausgeben, darfst du einen Würfel neu würfeln lassen.)
Konter 2
Delta-7 Aethersprite - Luminara Unduli
Behandele den Angriff als versperrt, wenn nicht einzigartige befreundete Staffeln in Reichweite ? angegriffen werden.
Adept 1 (Solange du angreifst, darfst du einen Würfel neu würfeln)
Konter 2
Separatisten
Hardcell-Class Battle Refit (52 Punkte)
Kommando 1, Staffel 2, Technik ?
Geschwindigkeit ?, Hülle 5, Schilde 3,1,1
Offizier, Offensive Nachrüstung, Defensive Nachrüstung, Turbolaser
Schlüsselwort: Droid. Transport.
Hardcell-Class Transport
Kommando 1, Staffel 2, Technik ?
Geschwindigkeit ?, Hülle 5, Schilde 3,1,1
?
Schlüsselwort: ?
Munificent-Class Comms Frigate
Kommando 2, Staffel 3, Technik 4
Geschwindigkeit 2, Hülle 6, Schilde 4,3,2
Offizier, Unterstützungsteam, Defensive Nachrüstung, Ionenkanonen, Turbolaser
Schlüsselwort: ?
Vulture Class Droid Fighter Squadron (8 Punkte)
AI: Anti-Staffel 1 (Solange du eine Staffel angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.)
Schwarm
Vulture Class Droid Fighter Squadron - DFS - 311 (18 Punkte)
Solange du verteidigst, wenn der Angriff versperrt ist, darfst du den Angreifer zwingen 1 Würfel deiner Wahl neu zu würfeln.
AI: Anti-Staffel 1 (Solange du eine Staffel angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.)
Spionage
Schwarm
Hyena-Class - ??
Solange du ? angreifst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die bereits im Pool ist.
AI: Battery 1 (Solange du ein Schiff angreifst, wenn du durch ein Staffel-Kommando aktiviert wirst, darfst du 1 Würfel zu deinem Angriffspool hinzufügen, von einer Farbe die schon im Pool ist.) ??
Bomber
Schwer
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Und noch eine Ankündigung für das Quartal 1 2021, in dem es noch mehr Armada geben wird:
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Conquer the Galaxy
"I smell fear, and it smells good."
–Admiral Trench, Star Wars: The Clone Wars
Turmoil is spreading across the Star Wars galaxy. Commanded by the sinister Count Dooku, the Separatist Alliance has drawn numerous worlds into open insurrection against the Galactic Republic. Massive Separatist fleets crewed by battle droids and commanded by nefarious corporate leaders move from the Outer Rim to the Core Worlds, launching fresh assaults after each one the Republic thwarts. As the Separatists bring the full weight of their armada to bear, it could bring the Republic crashing down at any moment.
Pre-order your own copy of these Separatist Alliance expansions for Star Wars: Armada at your local retailer or online through our website with free shipping in the continental U.S. today!
Soon, you’ll be able to assume command of these fleets and experience the tactical fleet combat of a whole new era. Fantasy Flight Games is proud to announce the first Separatist Alliance expansions for Star Wars: Armada:
Separatist Alliance Fleet Starter
Separatist Fighter Squadrons Expansion Pack
With three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions form the foundations for your Separatist fleet and invite you to begin your quest to dominate the galaxy. What’s more, you’ll also find all essential components needed for one player to begin playing Armada, making this the perfect entry point for new players or veterans looking to explore a new faction alike.
Read on for more information about adding the Separatist Alliance to your Star Wars: Armada collection!
Separatist Alliance Fleet Starter
The Separatist Alliance enters Star Wars: Armada prepared for war. Backed by corporate entities like the Trade Federation and Techno Union, its powerful warships and vast reserves of droid forces pose a threat to even the wisest Jedi Knights and their crews of clone troopers. As you begin your campaign to overthrow the Republic, the Separatist Alliance Fleet Starter is the ideal entry point to the battles of the Clone Wars.
Within this set, you’ll find everything you need to begin building your own massive Separatist fleet, including a Munificent-class Frigate and two Hardcell-class Transport miniatures. Six ship cards give you the power to fine-tune your fleet by deploying them in one of two variants while twenty upgrade cards invite you to further customize your ships with additional officers, weapons, titles, and more. Add a cunning T-Series Tactical Droid to boost your ship’s performance or take command of ships like the Tide of Progress XII and shrug off some incoming damage.
But no fleet is complete without starfighters and the Separatist Alliance prefers to overwhelm their opponents with countless swarms of Vulture-class Droid Fighters. This expansion puts four of these squadrons at your disposal, and you’re free to use the standard model or dispatch the upgraded Haor Chall Prototypes to complete your objectives.
Whatever ships and squadrons you choose to deploy, the Separatist Alliance Fleet Starter does more than just introduce the Separatist Alliance as a new faction. It also contains all of the components necessary to learn and play the game, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.
We’ll take a closer look at everything in this expansion in a future preview!
Separatist Fighter Squadrons Expansion Pack
With the vast resources at its disposal, the Separatist Alliance fields a deadly array of advanced starfighters in its campaign against the Republic. The sinister power of these starfighters is at your command with the Separatist Alliance Fighter Squadrons Expansion Pack. Overrun your opponents with Vulture Droids, Hyena Bombers, and Droid Tri-Fighters while your Belbullab-22 Starfighters strike at your enemies with impunity from behind screens of disposable droids.
This pack contains everything you need to add eight more fighter squadrons—two of each type—to your Separatist fleets, including six elite pilots. On top of these squadrons and their cards, you’ll find everything you need to incorporate them into your fleets, including 10 squadron disks, eight activation sliders, and 10 squadron cards.
We’ll take a closer look at everything in this expansion in a future preview!
Smash the Republic
With the technological might of the Separatist Alliance at your disposal, nothing can stand between you and your conquest of the galaxy. Assemble your fleet and jump into the epic space battles of the Clone Wars!
"I smell fear, and it smells good."
–Admiral Trench, Star Wars: The Clone Wars
Turmoil is spreading across the Star Wars galaxy. Commanded by the sinister Count Dooku, the Separatist Alliance has drawn numerous worlds into open insurrection against the Galactic Republic. Massive Separatist fleets crewed by battle droids and commanded by nefarious corporate leaders move from the Outer Rim to the Core Worlds, launching fresh assaults after each one the Republic thwarts. As the Separatists bring the full weight of their armada to bear, it could bring the Republic crashing down at any moment.
Pre-order your own copy of these Separatist Alliance expansions for Star Wars: Armada at your local retailer or online through our website with free shipping in the continental U.S. today!
Soon, you’ll be able to assume command of these fleets and experience the tactical fleet combat of a whole new era. Fantasy Flight Games is proud to announce the first Separatist Alliance expansions for Star Wars: Armada:
Separatist Alliance Fleet Starter
Separatist Fighter Squadrons Expansion Pack
With three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions form the foundations for your Separatist fleet and invite you to begin your quest to dominate the galaxy. What’s more, you’ll also find all essential components needed for one player to begin playing Armada, making this the perfect entry point for new players or veterans looking to explore a new faction alike.
Read on for more information about adding the Separatist Alliance to your Star Wars: Armada collection!
Separatist Alliance Fleet Starter
The Separatist Alliance enters Star Wars: Armada prepared for war. Backed by corporate entities like the Trade Federation and Techno Union, its powerful warships and vast reserves of droid forces pose a threat to even the wisest Jedi Knights and their crews of clone troopers. As you begin your campaign to overthrow the Republic, the Separatist Alliance Fleet Starter is the ideal entry point to the battles of the Clone Wars.
Within this set, you’ll find everything you need to begin building your own massive Separatist fleet, including a Munificent-class Frigate and two Hardcell-class Transport miniatures. Six ship cards give you the power to fine-tune your fleet by deploying them in one of two variants while twenty upgrade cards invite you to further customize your ships with additional officers, weapons, titles, and more. Add a cunning T-Series Tactical Droid to boost your ship’s performance or take command of ships like the Tide of Progress XII and shrug off some incoming damage.
But no fleet is complete without starfighters and the Separatist Alliance prefers to overwhelm their opponents with countless swarms of Vulture-class Droid Fighters. This expansion puts four of these squadrons at your disposal, and you’re free to use the standard model or dispatch the upgraded Haor Chall Prototypes to complete your objectives.
Whatever ships and squadrons you choose to deploy, the Separatist Alliance Fleet Starter does more than just introduce the Separatist Alliance as a new faction. It also contains all of the components necessary to learn and play the game, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.
We’ll take a closer look at everything in this expansion in a future preview!
Separatist Fighter Squadrons Expansion Pack
With the vast resources at its disposal, the Separatist Alliance fields a deadly array of advanced starfighters in its campaign against the Republic. The sinister power of these starfighters is at your command with the Separatist Alliance Fighter Squadrons Expansion Pack. Overrun your opponents with Vulture Droids, Hyena Bombers, and Droid Tri-Fighters while your Belbullab-22 Starfighters strike at your enemies with impunity from behind screens of disposable droids.
This pack contains everything you need to add eight more fighter squadrons—two of each type—to your Separatist fleets, including six elite pilots. On top of these squadrons and their cards, you’ll find everything you need to incorporate them into your fleets, including 10 squadron disks, eight activation sliders, and 10 squadron cards.
We’ll take a closer look at everything in this expansion in a future preview!
Smash the Republic
With the technological might of the Separatist Alliance at your disposal, nothing can stand between you and your conquest of the galaxy. Assemble your fleet and jump into the epic space battles of the Clone Wars!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Fleet Essentials
"Proceed with the countdown."
–Admiral Ackbar, Star Wars: Return of the Jedi
In the epic space battles of Star Wars: Armada, no two fleets are the same. Not only do you have the power to hand pick the ships under your command, you’re also invited to outfit your ships with a range of upgrades. From assigning iconic commanders and officers to lead your fleets to outfitting your ships with additional weapons and ordnance, you’re free to fine tune your fleets down to the last detail.
Pre-order your own copy of these Star Wars: Armada expansions at your local retailer or online through our website with free shipping in the continental U.S. today!
Even the best admirals rely on these tools to claim victory and, with Armada entering the Clone Wars, you’ll soon have access to everything you need to dominate the galaxy. Fantasy Flight Games is excited to announce two expansions for Star Wars: Armada:
Upgrade Card Collection
Dial Pack
Bringing together a hangar bay of 290 essential upgrades in a new standard-sized card format, the Upgrade Card Collection gives you the flexibility to immediately start assembling the perfect fleet. Meanwhile, the Dial Pack allows you to further expand your fleets with 10 additional command dials and seven additional speed dials.
Whether you’re comfortable commanding a fleet of Imperial-class Star Destroyers or are just entering the game with a Fleet Starter, these packs give you more power than ever to assemble the Star Wars fleet that you've always wanted to command.
Upgrade Card Collection
Customization is at the heart of Star Wars: Armada. Since the game was launched, players have been free to unlock new tactical possibilities by equipping their ships with upgrade cards. From there, ship expansions have brought additional upgrade options with them, broadening game’s already epic scope.
The Upgrade Card Collection conveniently puts the entire library of all upgrades previously printed as mini cards at your fingertips in a new standard-sized card format. Additionally, it contains duplicates of many essential upgrades such Engine Techs and XI7 Turbolasers to ensure list-building flexibility. All of these cards are also printed with updated icons to bring them in line with new rules introduced in the upcoming Clone Wars expansions.
Beyond upgrade cards, you'll also find a handful of necessary tokens in this expansion, including six proximity mine tokens, eight raid tokens, and two focus/chaff tokens, ensuring that you have everything you need to bring your fleets to life. No matter if you represent the Galactic Republic, Separatist Alliance, Galactic Empire, or the Rebel Alliance, these cards help unlock the full potential of your fleets while giving you the chance to experiment with new strategies.
Dials Pack
As your Armada collection grows, you can ensure you have it running at maximum efficiency with the Dials Pack. Not only does this pack include 10 command dials and seven speed dials that allow you to grow your fleet, it also includes additional copies of essential tokens, giving you access to these necessary components.
Rebel or Imperial, Republic or Separatist, whatever type of fleet you command, make sure you have everything you need to keep your fleet up and running with the Star Wars: Armada Dials Pack!
Prepare for Battle
Star Wars: Armada is expanding into a whole new era of the Star Wars saga. As you begin to build new fleets, make sure you have every tool available to you with these expansions![/b][/b][/b][/b][/b][/b]
"Proceed with the countdown."
–Admiral Ackbar, Star Wars: Return of the Jedi
In the epic space battles of Star Wars: Armada, no two fleets are the same. Not only do you have the power to hand pick the ships under your command, you’re also invited to outfit your ships with a range of upgrades. From assigning iconic commanders and officers to lead your fleets to outfitting your ships with additional weapons and ordnance, you’re free to fine tune your fleets down to the last detail.
Pre-order your own copy of these Star Wars: Armada expansions at your local retailer or online through our website with free shipping in the continental U.S. today!
Even the best admirals rely on these tools to claim victory and, with Armada entering the Clone Wars, you’ll soon have access to everything you need to dominate the galaxy. Fantasy Flight Games is excited to announce two expansions for Star Wars: Armada:
Upgrade Card Collection
Dial Pack
Bringing together a hangar bay of 290 essential upgrades in a new standard-sized card format, the Upgrade Card Collection gives you the flexibility to immediately start assembling the perfect fleet. Meanwhile, the Dial Pack allows you to further expand your fleets with 10 additional command dials and seven additional speed dials.
Whether you’re comfortable commanding a fleet of Imperial-class Star Destroyers or are just entering the game with a Fleet Starter, these packs give you more power than ever to assemble the Star Wars fleet that you've always wanted to command.
Upgrade Card Collection
Customization is at the heart of Star Wars: Armada. Since the game was launched, players have been free to unlock new tactical possibilities by equipping their ships with upgrade cards. From there, ship expansions have brought additional upgrade options with them, broadening game’s already epic scope.
The Upgrade Card Collection conveniently puts the entire library of all upgrades previously printed as mini cards at your fingertips in a new standard-sized card format. Additionally, it contains duplicates of many essential upgrades such Engine Techs and XI7 Turbolasers to ensure list-building flexibility. All of these cards are also printed with updated icons to bring them in line with new rules introduced in the upcoming Clone Wars expansions.
Beyond upgrade cards, you'll also find a handful of necessary tokens in this expansion, including six proximity mine tokens, eight raid tokens, and two focus/chaff tokens, ensuring that you have everything you need to bring your fleets to life. No matter if you represent the Galactic Republic, Separatist Alliance, Galactic Empire, or the Rebel Alliance, these cards help unlock the full potential of your fleets while giving you the chance to experiment with new strategies.
Dials Pack
As your Armada collection grows, you can ensure you have it running at maximum efficiency with the Dials Pack. Not only does this pack include 10 command dials and seven speed dials that allow you to grow your fleet, it also includes additional copies of essential tokens, giving you access to these necessary components.
Rebel or Imperial, Republic or Separatist, whatever type of fleet you command, make sure you have everything you need to keep your fleet up and running with the Star Wars: Armada Dials Pack!
Prepare for Battle
Star Wars: Armada is expanding into a whole new era of the Star Wars saga. As you begin to build new fleets, make sure you have every tool available to you with these expansions![/b][/b][/b][/b][/b][/b]
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Protect the Republic
"The shroud of the dark side has fallen. Begun, the clone war has."
–Yoda, Star Wars: Attack of the Clones
War! The threat of the Separatist Alliance is spreading, leaving plundered worlds and petty tyrants in its wake. To counter this menace, the Galactic Republic has mobilized its fleets, meeting the Separatists in epic clashes among the stars. Guided by the ideals of the Republic, the ancient Jedi Order and legions of clone troopers manning these ships fight to bring a swift end to the chaos of the Clone Wars and restore peace to the galaxy.
Pre-order your own copies of these Galactic Republic Star Wars: Armada expansions at your local retailer or online through our website with free shipping in the continental U.S. today!
Soon, you will be able to take up the mantle of the Galactic Republic as the tactical fleet combat of Star Wars: Armada enters a new era of the Star Wars saga. Fantasy Flight Games is happy to announce the first Galactic Republic expansions for Star Wars: Armada:
Galactic Republic Fleet Starter
Republic Fighter Squadrons Expansion Pack
Featuring three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions include everything you need to begin building your Galactic Republic fleet and play out the battles that will decide the fate of the Star Wars galaxy. Additionally, players will also find all the essential components needed for one player to learn the game, making this the perfect entry point for new players or veterans looking to experiment with new ships.
Read on for more information on adding the Galactic Republic to your Star Wars: Armada collection!
Galactic Republic Fleet Starter
As great armadas clash in battles across many systems, the final fate of the Galactic Republic will be decided by massive capital ships and the vast number of starfighters they unleash. Legendary Jedi Knights led these fleets and their elite clone forces against the Separatist menace. The Galactic Republic Fleet Starter is your entry point to the epic space battles of the Clone Wars.
This set lays the foundation for your Republic fleets by putting you in command of a mighty Acclamator-class Assault ship and two powerful Consular-class Cruiser miniatures. Each of these ships can be deployed in one of two variants, giving you the freedom to fine-tune your fleet’s firepower. Though these ships are often outnumbered by seemingly endless Separatist fleets crewed by battle droids, they are never outmatched. Twenty upgrade cards see champions of the Republic like Bail Organa step forward to boost your fleets while the crews of ships like the Implacable are ready to sacrifice themselves for others.
Meanwhile, four squadrons of brave clone troopers launch into battle in the V-19 Torrent, ready to defend the fleet from swarms of Separatist droid fighters. Ideal light escorts, two squadron cards give you the freedom field a generic squad of V-19s or use the skills of elite Blue Squadron pilot “Axe.”
No matter how you decide to outfit your fleet, the Galactic Republic Fleet Starter is an excellent place to begin your Star Wars: Armada journey. You’ll find all the components necessary to begin playing within this set, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.
We’ll take a closer look at everything in this expansion in a future preview!
Republic Fighter Squadrons Expansion Pack
With the fate of the Republic hanging in the balance, Jedi and clones alike do more than just crew capital ships in the large-scale space battles of the Clone Wars. They also take to a variety of starfighters to counter the Separatist threat and the Republic Fighter Squadrons Expansion Pack brings the power of the Republic Navy’s redoubtable starfighter corps to Star Wars: Armada, giving you access to skillful Jedi and elite clone pilots that expand your fighter squadron options.
This pack includes everything you need to add eight more fighter squadrons to your fleet, including seven elite pilots. Devastate your opponent’s squadrons with the speed and power of the Delta-7 Aethersprite, bombard their capital ships with BTL-B Y-wings, control the battlefield with heavy ARC-170 Starfighters, and escort your own forces with versatile V-19 Torrents.
In addition to two squadrons of each type of fighter, you’ll also find everything you need to use them in battle in this expansion, including 10 squadron disks, eight activation sliders, and 11 squadron cards.
We’ll take a closer look at all of the ships in this expansion in a future preview!
Fly for Freedom
With the galaxy engulfed in conflict, Jedi and clone crew massive warships and take to the stars to defend the Republic. Assemble your fleet, issue your commands, and enter the epic space battles of the Clone Wars!
"The shroud of the dark side has fallen. Begun, the clone war has."
–Yoda, Star Wars: Attack of the Clones
War! The threat of the Separatist Alliance is spreading, leaving plundered worlds and petty tyrants in its wake. To counter this menace, the Galactic Republic has mobilized its fleets, meeting the Separatists in epic clashes among the stars. Guided by the ideals of the Republic, the ancient Jedi Order and legions of clone troopers manning these ships fight to bring a swift end to the chaos of the Clone Wars and restore peace to the galaxy.
Pre-order your own copies of these Galactic Republic Star Wars: Armada expansions at your local retailer or online through our website with free shipping in the continental U.S. today!
Soon, you will be able to take up the mantle of the Galactic Republic as the tactical fleet combat of Star Wars: Armada enters a new era of the Star Wars saga. Fantasy Flight Games is happy to announce the first Galactic Republic expansions for Star Wars: Armada:
Galactic Republic Fleet Starter
Republic Fighter Squadrons Expansion Pack
Featuring three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions include everything you need to begin building your Galactic Republic fleet and play out the battles that will decide the fate of the Star Wars galaxy. Additionally, players will also find all the essential components needed for one player to learn the game, making this the perfect entry point for new players or veterans looking to experiment with new ships.
Read on for more information on adding the Galactic Republic to your Star Wars: Armada collection!
Galactic Republic Fleet Starter
As great armadas clash in battles across many systems, the final fate of the Galactic Republic will be decided by massive capital ships and the vast number of starfighters they unleash. Legendary Jedi Knights led these fleets and their elite clone forces against the Separatist menace. The Galactic Republic Fleet Starter is your entry point to the epic space battles of the Clone Wars.
This set lays the foundation for your Republic fleets by putting you in command of a mighty Acclamator-class Assault ship and two powerful Consular-class Cruiser miniatures. Each of these ships can be deployed in one of two variants, giving you the freedom to fine-tune your fleet’s firepower. Though these ships are often outnumbered by seemingly endless Separatist fleets crewed by battle droids, they are never outmatched. Twenty upgrade cards see champions of the Republic like Bail Organa step forward to boost your fleets while the crews of ships like the Implacable are ready to sacrifice themselves for others.
Meanwhile, four squadrons of brave clone troopers launch into battle in the V-19 Torrent, ready to defend the fleet from swarms of Separatist droid fighters. Ideal light escorts, two squadron cards give you the freedom field a generic squad of V-19s or use the skills of elite Blue Squadron pilot “Axe.”
No matter how you decide to outfit your fleet, the Galactic Republic Fleet Starter is an excellent place to begin your Star Wars: Armada journey. You’ll find all the components necessary to begin playing within this set, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.
We’ll take a closer look at everything in this expansion in a future preview!
Republic Fighter Squadrons Expansion Pack
With the fate of the Republic hanging in the balance, Jedi and clones alike do more than just crew capital ships in the large-scale space battles of the Clone Wars. They also take to a variety of starfighters to counter the Separatist threat and the Republic Fighter Squadrons Expansion Pack brings the power of the Republic Navy’s redoubtable starfighter corps to Star Wars: Armada, giving you access to skillful Jedi and elite clone pilots that expand your fighter squadron options.
This pack includes everything you need to add eight more fighter squadrons to your fleet, including seven elite pilots. Devastate your opponent’s squadrons with the speed and power of the Delta-7 Aethersprite, bombard their capital ships with BTL-B Y-wings, control the battlefield with heavy ARC-170 Starfighters, and escort your own forces with versatile V-19 Torrents.
In addition to two squadrons of each type of fighter, you’ll also find everything you need to use them in battle in this expansion, including 10 squadron disks, eight activation sliders, and 11 squadron cards.
We’ll take a closer look at all of the ships in this expansion in a future preview!
Fly for Freedom
With the galaxy engulfed in conflict, Jedi and clone crew massive warships and take to the stars to defend the Republic. Assemble your fleet, issue your commands, and enter the epic space battles of the Clone Wars!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Hier nun noch eine Sammlung der neuen Upgrade Karten die in diversen Streams bekannt gegeben wurden. Auffällig ist dabei das neue Format. Am Linken Rand der Karte ist ein blauer Balken, der festlegt was für Marker oder andere Hilfsmittel zu Beginn des Spiels auf dieser Karte abgelegt werden. So Bekommt der Clone Navigation Officer einen "Navigieren" - Marker.
Rechter Hand des beschreibenden Textes findet sich zunächst ein Pfeil, und dann ein roter Balken. Dies sind die Kosten, um in der Statusphase die Karte wieder Spielbereit zu machen. Das Symbol beim Clone Navigation Officer steht dabei für "irgend ein Kommando-Marker". Aber es gibt auch andere wie die Munitions Resupply. Dort sind drei verschiedene, spezifische Kommandomarker aufgelistet. Die Balken dazwischen bedeuten, ein "oder". Es kann also ein "Feuer Konzentrieren-Marker" oder ein "Reperatur-Marker" oder ein "Navigieren-Marker" genutzt werden, um die Karte in der Statusphase wieder Spielbereit zu machen.
Bei Ractive Gunnery ist ein kreisförmiges Pfeilsymbol vorhanden, was bedeutet das sie ohne weitere Kosten in der Statusphase wieder Spielbereit gemacht wird.
Anhand der Clone Gunners werden die Schlüsselworte, bzw. Stichworte verdeutlicht, die sich auf den neuen Schiffskarten finden. Diese Karte können nur Schiffe mit dem Stichwort "Klon" ausrüsten. Im Moment ist NICHTgeplant, diese Stichworte rückwirkend für die alten Schiffe einzuführen.
Und bei der letzten Karte kann ich noch mal drauf hinweisen, das es (natürlich) neue Fraktionssymbole gibt, die die Zugehörigkeit weiter einschränken. Nur für Droidenschiffe und die Separatisten. Das Flotten zusammenstellen wird lustig -.-#
Rechter Hand des beschreibenden Textes findet sich zunächst ein Pfeil, und dann ein roter Balken. Dies sind die Kosten, um in der Statusphase die Karte wieder Spielbereit zu machen. Das Symbol beim Clone Navigation Officer steht dabei für "irgend ein Kommando-Marker". Aber es gibt auch andere wie die Munitions Resupply. Dort sind drei verschiedene, spezifische Kommandomarker aufgelistet. Die Balken dazwischen bedeuten, ein "oder". Es kann also ein "Feuer Konzentrieren-Marker" oder ein "Reperatur-Marker" oder ein "Navigieren-Marker" genutzt werden, um die Karte in der Statusphase wieder Spielbereit zu machen.
Bei Ractive Gunnery ist ein kreisförmiges Pfeilsymbol vorhanden, was bedeutet das sie ohne weitere Kosten in der Statusphase wieder Spielbereit gemacht wird.
Anhand der Clone Gunners werden die Schlüsselworte, bzw. Stichworte verdeutlicht, die sich auf den neuen Schiffskarten finden. Diese Karte können nur Schiffe mit dem Stichwort "Klon" ausrüsten. Im Moment ist NICHTgeplant, diese Stichworte rückwirkend für die alten Schiffe einzuführen.
Und bei der letzten Karte kann ich noch mal drauf hinweisen, das es (natürlich) neue Fraktionssymbole gibt, die die Zugehörigkeit weiter einschränken. Nur für Droidenschiffe und die Separatisten. Das Flotten zusammenstellen wird lustig -.-#
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Der Übersichtlichkeit wegen fasse ich ein im Moment oben stehendes Post noch mal zusammen. Es wird Punkte- und Textanpassungen für einige der alten Karten geben. Im Stream wurde von etwa 18% der Karten gesprochen. Wenn wir uns der Veröffentlichung nähern wird eine Liste veröffentlicht werden, welche die Anpassungen aller bisherigen Karten enthält. Die wird dann bindend für Turnierspiele, aber ich nehme an es eignet sich gut für alle Spiele.
Admiral Leia wird zum Beispiel 10 Punkte günstiger werden:
Admiral Thrawn kriegt nur die passenden Icons die besagen, das er zu Beginn des spiels drei Kommandoräder kriegt. Als netter Nebeneffekt, wird sein Kartentext übersichtlicher.
Die Turbolaser Reroute Circuits (TRC) sind an den ohnehin schon lange erratierten Text angepasts und bekommen das passende Icon zum auffrischen in der Statusphase.
Und die verstärkten Schildprojektoren werden nun endlich auch ein bisschen aufgewertet, indem sie gegen die XI-7 Turbolaser helfen. Die haben jetzt nicht mehr den absoluten "kann nicht mehr als 1 umleiten" passus.
Admiral Leia wird zum Beispiel 10 Punkte günstiger werden:
Admiral Thrawn kriegt nur die passenden Icons die besagen, das er zu Beginn des spiels drei Kommandoräder kriegt. Als netter Nebeneffekt, wird sein Kartentext übersichtlicher.
Die Turbolaser Reroute Circuits (TRC) sind an den ohnehin schon lange erratierten Text angepasts und bekommen das passende Icon zum auffrischen in der Statusphase.
Und die verstärkten Schildprojektoren werden nun endlich auch ein bisschen aufgewertet, indem sie gegen die XI-7 Turbolaser helfen. Die haben jetzt nicht mehr den absoluten "kann nicht mehr als 1 umleiten" passus.
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
In dem Podcast von Steel-Strategy wurde der Lead Designer für Armada interviewed. Er hat ein bisschen über die kommenden Regeländeurngen geplaudert, und die folgenden zwei kommen auf uns zu:
1. Zukünftig darf nur noch eine einzigartige Staffel mit Verteidigungsmarkern pro 100 maximalen Flottenpunkten mitgenommen werden. Das heißt in einem normaleen 400erter Turniergefecht dürfen Wedge, Biggs, Luke und Jan Ors auftauchen, und zusätzlich zum Beispiel die Renegaten Staffel, da sie nicht gegen das Limit zählt. Die Gesamtobergrenze für Staffeln bleibt unverändert, und kann mit generischen Staffeln aufgefüllt werden.
2. Die Marker zum "Passen" die wir vom SSD kennen und im Pack mit Schiffsrädern schon zu sehen war, ist scheinbar eine Ressource die man ausgeben kann. Wieviele von diesen Markern zur Verfügung stehen oder wie sie verteilt werden ist unklar.
1. Zukünftig darf nur noch eine einzigartige Staffel mit Verteidigungsmarkern pro 100 maximalen Flottenpunkten mitgenommen werden. Das heißt in einem normaleen 400erter Turniergefecht dürfen Wedge, Biggs, Luke und Jan Ors auftauchen, und zusätzlich zum Beispiel die Renegaten Staffel, da sie nicht gegen das Limit zählt. Die Gesamtobergrenze für Staffeln bleibt unverändert, und kann mit generischen Staffeln aufgefüllt werden.
2. Die Marker zum "Passen" die wir vom SSD kennen und im Pack mit Schiffsrädern schon zu sehen war, ist scheinbar eine Ressource die man ausgeben kann. Wieviele von diesen Markern zur Verfügung stehen oder wie sie verteilt werden ist unklar.
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Auf der Webseite von Asmodee Deutschland sind die Sternenjägerstaffeln der Republik und der Separatisten zusammen mit dem deutschen Kartenset aufgetaucht. Für die ersten Beiden gibt es sogar gleich die PDF Regeln dazu, die als Beipackzettel dabei sind:
Link zum Separatisten PDF
Link zum Republikanischen PDF
Die Startersets sind noch nicht dabei, allerdings sind die ganzen Staffel Schlüsselworte aus den Staffelpacks gelistet, und besonders Spionage (Intel) sollte man sich mal ansehen:
Separatisten
Helden:
DFS-311 (Vulture-Klasse)
Baktoid-Prototypen (Hyänen-Klasse)
DBS-404 (Hyänen-Klasse)
Phlac-Arphocc-Prototypen (Tri-Droidenjäger)
DIS-T81 (Tri-Droidenjäger)
General Grievous (Belbullab-22-Sternenjäger)
Republik
Helden:
"Kickback" (V-19-Torrent)
Ahsoka Tano (Delta-7-Aethersprite)
Luminara Unduli (Delta-7-Aethersprite)
Kit Fisto (Delta-7-Aethersprite)
Plo Koon (Delta-7-Aethersprite)
Anakin Skywalker (BTL-B-Y-Flügler)
"Odd Ball" (ARC-170-Sternenjäger)
Link zum Separatisten PDF
Link zum Republikanischen PDF
Die Startersets sind noch nicht dabei, allerdings sind die ganzen Staffel Schlüsselworte aus den Staffelpacks gelistet, und besonders Spionage (Intel) sollte man sich mal ansehen:
Separatisten
Helden:
DFS-311 (Vulture-Klasse)
Baktoid-Prototypen (Hyänen-Klasse)
DBS-404 (Hyänen-Klasse)
Phlac-Arphocc-Prototypen (Tri-Droidenjäger)
DIS-T81 (Tri-Droidenjäger)
General Grievous (Belbullab-22-Sternenjäger)
- KI: GESCHÜTZBATTERIE X und KI: ANTI-JÄGER X: Solange du mit der angegebenen Bewaffnung angreifst, darfst du, falls du mit einem O-Kom-mando aktiviert wurdest, X Würfel zu deinem Angriffspool hinzufügen. Sie müssen eine oder mehrere Farben haben, die bereits in deinem Angriffspool vorhanden sind.
- AUSWEICHEN X: Solange du gegen eine Staffel verteidigst, darfst du während des Schrittes „Verteidigungsmarker ausgeben“ bis zu X Würfel wählen, die neu gewürfelt werden müssen.
- DRAUFGÄNGER: Solange du mit nur 1 Staffel im Nahkampf bist, wirst du nicht am Bewegen gehindert
- SPIONAGE: Solange eine befreundete Staffel in Entfernung 1 zu dir ist, hat sie das Schlüsselwort DRAUFGÄNGER.
- ÜBERTRAGUNG X. Sobald ein befreundetes Schiff ein O-Kommando abhandelt, können bis zu X der von ihm aktivierten Staffeln in Entfernung 1–3 zu dir sein, falls du in Aktivierungsreichweite bist.
- SCHUTZSCHIRM: Solange du verteidigst, erhältst du für jede andere befreundete Staffel ohne das Schlüsselwort SCHUTZSCHIRM, die mit dem Angreifer im Nahkampf ist, bis zu 3, das Schlüsselwort AUSWEICHEN 1.
- SCHARFSCHÜTZE X: Du kannst Staffeln in Ent-fernung 2 mit einer Anti-Jäger-Bewaffnung von X blauen Würfeln angreifen. Dieser Angriff ignoriert das Schlüsselwort KONTER.
Republik
Helden:
"Kickback" (V-19-Torrent)
Ahsoka Tano (Delta-7-Aethersprite)
Luminara Unduli (Delta-7-Aethersprite)
Kit Fisto (Delta-7-Aethersprite)
Plo Koon (Delta-7-Aethersprite)
Anakin Skywalker (BTL-B-Y-Flügler)
"Odd Ball" (ARC-170-Sternenjäger)
- GESCHICKT X: Solange du angreifst, darfst du bis zu X Würfel neu würfeln.
- AUSWEICHEN X: Solange du gegen eine Staffel verteidigst, darfst du während des Schrittes „Verteidigungsmarker ausgeben“ bis zu X Würfel wählen, die neu gewürfelt werden müssen.
- DRAUFGÄNGER: Solange du mit nur 1 Staffel im Nahkampf bist, wirst du nicht am Bewegen gehindert.
- SPIONAGE:Solange eine befreundete Staffel in Entfernung 1 zu dir ist, hat sie das Schlüsselwort DRAUFGÄNGER.
- AUFKLÄRER: Solange die Flotten aufgestellt wer-den, kannst du außerhalb der Aufstellungsbereiche platziert werden und musst nicht in Entfernung 1–2 zu einem befreundeten Schiff sein. Du musst aber, sobald du platziert wirst, jenseits Entfernung 1–5 zu allen feindlichen Schiffen und Staffeln sein
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Auf Facebook wurde schon ein Preview des Acclamator II gezeigt
Achtet mal auf neue News Posts bei FFG.
Achtet mal auf neue News Posts bei FFG.
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Teaming Up
"I know if we work together, we will stay alive."
–Plo Koon, Star Wars: The Clone Wars
War has shaken the peaceful Galactic Republic to its core. Pushed to the brink by the seemingly endless fleets of the Separatist Alliance, the Senate now relies on the Jedi Knights and legions of clone troopers to turn the tide. Together, these two groups man their own warships in the desperate fight for the fate of the galaxy.
Pre-order your own copy of the Galactic Republic Fleet Starter at your local retailer or online through our website with free shipping in the continental U.S. today!
As Star Wars: Armada enters the epic space battles of the Clone Wars, players will be able to mount their own defense of the Republic with the Galactic Republic Fleet Starter!
More than just adding new ships, this set introduces an entirely new faction to the game, giving you your first opportunity to assemble fleets of iconic Republic warships and fighter squadrons while experiencing everything the faction has to offer. To begin building your first fleets, you’ll find an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters.
In addition to the miniatures, this Fleet Starter invites you to fine-tune your fleets down to the smallest detail. All three of the capital ships can be fielded in two variants depicted on six ship cards, giving you the freedom to choose the ship type that best fits your strategy. Meanwhile, two squadron cards let you choose between a generic group of V-19s and one led by the elite clone pilot “Axe”. Finally, Republic ships are remarkably customizable and you can use the 20 upgrade cards found here to outfit your ships with additional officers, weapons, and more.
Read on for first glimpse inside the Galactic Republic Fleet Starter!
A Greater Cause
The Republic may not be able to match the sheer numbers of Separatist fleets, but what it lacks in numbers, it more than makes up for in skill and experience. Unlike opposing Separatist ships manned by expendable droids, Republic warships are commanded and crewed by Jedi, clones, and other personnel from across the Republic all united to defend the cause. As a result, Republic fleets are characterized by a sense of cooperation and synergy between ships and their crews.
This sense of cooperation begins from the very top of the chain of command and this Fleet Starter lets you choose your fleet’s commander from two of the Clone Wars most iconic leaders. Jedi Master Obi-Wan Kenobi knows that the Republic will need every last ship if it is to win the war. As such, he does his best to keep his fleets safe by allowing any friendly ship to reduce the total damage by one when it spends a readied Redirect token.
Alternatively, Bail Organa may not be a military leader, but he can still use his authority as a Senator to aid Republic fleets. He begins each game with a combination of Navigate and Repair tokens totaling five on his card and, when a friendly ship reveals a command, Organa can discard up to one token of each type to grant that ship an additional command dial matching the token’s type.
With these commanders leading the way, Republic ships have plenty of ways to support one another, beginning with the Acclamator-class Assault ship. With a well-rounded mix of speed and firepower focusing on a heavy front assault, this ship can take the lead of any Republic attack group. What’s more, each of its two variants brings its own strategies to the table.
Featuring two Offensive Retrofit upgrade slots, an Acclamator I-class Assault Ship can expand a fleet’s capabilities in many ways. If one outfits its V-19 Torrent Squadrons with Hyperspace Rings , for instance, there’s no need for these starfighters to wait in the ship’s hangar bay. Instead, they can Scout ahead and be placed outside of deployment zones and do not have to be placed at a distance 1–2 of a friendly ship. At the same time, they must be beyond distance 1–5 of enemy ships when placed, forcing them to choose the best approach into the fight.
The benefits are increased If the Acclamator leading them into battle happens to be the Nevoota Bee . This ship can use its squadron dials and tokens to help its starfighters Swarm opponents during their activation. At the same time, the Nevoota Bee can make squadrons that already have Swarm, such as the one led by “Axe,” even more dangerous by letting them reroll a die while attacking a ship.
While the Acclamator I-class focuses on offensive upgrades to expand its potential, the Acclamator II-class can rely on its own raw firepower. This version of the ship features an extra blue die in its forward arc, both improving its overall firepower and making it a bit stronger at medium range. Better yet, the ship is already well suited to return fire and can increase these capabilities by plugging some Reactive Gunnery into its Defensive Retrofit slot. If it does, it can then spend any readied defense token to resolve the Salvo effect instead.
No matter which Acclamator option you choose, both can be outfitted with weaponry and crew that enhance the ship’s inherent strengths and exhibit the Republic’s tendency toward cooperation. Adding some Swivel-Mount Batteries , for instance, allows the ship to boost a single hull zone with a die of any color from an adjacent hull zone’s attack pool.
The Acclamator may be the most powerful from its front hull zone, but Clone Captain Zak can further enhance a Swivel-Mount attack from the side or rear hull zones with yet another die. Finally, this attack can be made even better with the help of some Clone Gunners who can discard another friendly ship’s concentrate fire token to make the attack even more accurate.
The offensive synergy between Republic fleets is evident, but isn’t the only way they can support one another. If all else fails, ships like the Implacable are ready to sacrifice some of their own shields to reduce the amount of damage a friendly ship or squadron takes. Altogether, Republic fleets band together to fight for the greater cause.
Join Forces
With the Jedi in command and clones following their lead, the Republic's fleets must come together as one if they hope to stave off the Separatist menace. Bring your forces together in a fleet totally your own with the Galactic Republic Fleet Starter!
"I know if we work together, we will stay alive."
–Plo Koon, Star Wars: The Clone Wars
War has shaken the peaceful Galactic Republic to its core. Pushed to the brink by the seemingly endless fleets of the Separatist Alliance, the Senate now relies on the Jedi Knights and legions of clone troopers to turn the tide. Together, these two groups man their own warships in the desperate fight for the fate of the galaxy.
Pre-order your own copy of the Galactic Republic Fleet Starter at your local retailer or online through our website with free shipping in the continental U.S. today!
As Star Wars: Armada enters the epic space battles of the Clone Wars, players will be able to mount their own defense of the Republic with the Galactic Republic Fleet Starter!
More than just adding new ships, this set introduces an entirely new faction to the game, giving you your first opportunity to assemble fleets of iconic Republic warships and fighter squadrons while experiencing everything the faction has to offer. To begin building your first fleets, you’ll find an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters.
In addition to the miniatures, this Fleet Starter invites you to fine-tune your fleets down to the smallest detail. All three of the capital ships can be fielded in two variants depicted on six ship cards, giving you the freedom to choose the ship type that best fits your strategy. Meanwhile, two squadron cards let you choose between a generic group of V-19s and one led by the elite clone pilot “Axe”. Finally, Republic ships are remarkably customizable and you can use the 20 upgrade cards found here to outfit your ships with additional officers, weapons, and more.
Read on for first glimpse inside the Galactic Republic Fleet Starter!
A Greater Cause
The Republic may not be able to match the sheer numbers of Separatist fleets, but what it lacks in numbers, it more than makes up for in skill and experience. Unlike opposing Separatist ships manned by expendable droids, Republic warships are commanded and crewed by Jedi, clones, and other personnel from across the Republic all united to defend the cause. As a result, Republic fleets are characterized by a sense of cooperation and synergy between ships and their crews.
This sense of cooperation begins from the very top of the chain of command and this Fleet Starter lets you choose your fleet’s commander from two of the Clone Wars most iconic leaders. Jedi Master Obi-Wan Kenobi knows that the Republic will need every last ship if it is to win the war. As such, he does his best to keep his fleets safe by allowing any friendly ship to reduce the total damage by one when it spends a readied Redirect token.
Alternatively, Bail Organa may not be a military leader, but he can still use his authority as a Senator to aid Republic fleets. He begins each game with a combination of Navigate and Repair tokens totaling five on his card and, when a friendly ship reveals a command, Organa can discard up to one token of each type to grant that ship an additional command dial matching the token’s type.
With these commanders leading the way, Republic ships have plenty of ways to support one another, beginning with the Acclamator-class Assault ship. With a well-rounded mix of speed and firepower focusing on a heavy front assault, this ship can take the lead of any Republic attack group. What’s more, each of its two variants brings its own strategies to the table.
Featuring two Offensive Retrofit upgrade slots, an Acclamator I-class Assault Ship can expand a fleet’s capabilities in many ways. If one outfits its V-19 Torrent Squadrons with Hyperspace Rings , for instance, there’s no need for these starfighters to wait in the ship’s hangar bay. Instead, they can Scout ahead and be placed outside of deployment zones and do not have to be placed at a distance 1–2 of a friendly ship. At the same time, they must be beyond distance 1–5 of enemy ships when placed, forcing them to choose the best approach into the fight.
The benefits are increased If the Acclamator leading them into battle happens to be the Nevoota Bee . This ship can use its squadron dials and tokens to help its starfighters Swarm opponents during their activation. At the same time, the Nevoota Bee can make squadrons that already have Swarm, such as the one led by “Axe,” even more dangerous by letting them reroll a die while attacking a ship.
While the Acclamator I-class focuses on offensive upgrades to expand its potential, the Acclamator II-class can rely on its own raw firepower. This version of the ship features an extra blue die in its forward arc, both improving its overall firepower and making it a bit stronger at medium range. Better yet, the ship is already well suited to return fire and can increase these capabilities by plugging some Reactive Gunnery into its Defensive Retrofit slot. If it does, it can then spend any readied defense token to resolve the Salvo effect instead.
No matter which Acclamator option you choose, both can be outfitted with weaponry and crew that enhance the ship’s inherent strengths and exhibit the Republic’s tendency toward cooperation. Adding some Swivel-Mount Batteries , for instance, allows the ship to boost a single hull zone with a die of any color from an adjacent hull zone’s attack pool.
The Acclamator may be the most powerful from its front hull zone, but Clone Captain Zak can further enhance a Swivel-Mount attack from the side or rear hull zones with yet another die. Finally, this attack can be made even better with the help of some Clone Gunners who can discard another friendly ship’s concentrate fire token to make the attack even more accurate.
The offensive synergy between Republic fleets is evident, but isn’t the only way they can support one another. If all else fails, ships like the Implacable are ready to sacrifice some of their own shields to reduce the amount of damage a friendly ship or squadron takes. Altogether, Republic fleets band together to fight for the greater cause.
Join Forces
With the Jedi in command and clones following their lead, the Republic's fleets must come together as one if they hope to stave off the Separatist menace. Bring your forces together in a fleet totally your own with the Galactic Republic Fleet Starter!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Mechanized Might
"You may fire when ready."
–Count Dooku, Star Wars: The Clone Wars
The Separatist Alliance is on the offensive, deploying their massive droid armies to planets throughout the galaxy in an all-out effort to destabilize the Republic. Before they can get these troops on the ground, however, they must first win the fight in space. To do this, they make use of massive battle fleets, hoping to overwhelm the Republic with warships.
With Star Wars: Armada exploring the Clone Wars for the first time, you’ll soon have the chance to take command of these formidable Separatist navies with the Separatist Alliance Fleet Starter!
On top of adding more ships to your collection, this Fleet Starter gives you your first taste of the Separatist Alliance faction, inviting you to begin building your Separatist fleets with iconic characters and upgrades. Everything begins with a Munificent-class Frigate miniature and two Hardcell-class Transport miniatures that form the foundation of your fleets. The Separatist Alliance is well known for its starfighters, of course, and you’ll also find four squadrons of Vulture-class Droid Fighters ready to launch into battle.
Alongside these miniatures, you’ll also find all the tools you need to outfit and equip them for any scenario. Not only do dix ship cards outline two different variants of each capital ship, but two squadron cards invite you to field either generic Vulture-class Droid Fighters or the more powerful Haor Chall Prototypes. Finally, 20 upgrade cards give you the power to assign some of the Separatist Alliance’s most iconic characters and weapons to your ships.
Join us today as we take our first look at the Separatist Alliance Fleet Starter!
Corporate Clout
Secretly bolstered by an array of corporations, the Separatist Alliance stands in stark contrast to the Galactic Republic. Rather than ships crewed by Jedi and clones working for a common cause, the Separatists’ deep pockets give them the freedom to fight with faceless fleets of mechanized droids. Still, organic beings make up a large chunk of the Separatist high command and it is not uncommon for them to dictate the faction’s larger strategy.
Both droid and organic leaders are cunning in their approach to the defining space battles of the Clone Wars, as evidenced by the two commanders who can lead your first Separatist fleets. As the leader of the entire Separatist Alliance, Count Dooku spins his machinations across the galaxy. When he leads your fleet, you begin the game by choosing three command tokens of at least two different types to place on his card. Then, at the start of each ship phase, you discard one of these tokens to force each enemy ship to gain a raid token matching that token.
While Count Dooku thwarts his enemy’s plans, the super tactical droid Kraken puts his ships in position to inflict maximum damage. Once per activation, he gives friendly ships the chance to change one die to a face with any one icon if another friendly ship is at close-medium range of the defender. This gives that ship great freedom to adapt to the circumstances, potentially pushing through extra damage, triggering a critical effect, or improving its accuracy.
Whether you choose an organic or droid commander, Separatist capital ships themselves are remarkably flexible and the Munificent-class Frigate is a prime example. On the one hand, it can act as an excellent Comms Frigate, especially if it is equipped with a Hyperwave Signal Boost that helps it stay in close contact with friendly squadrons.
Such a signal boost allows Separatist droid starfighters that rely on AI like the Vulture-class Droid Fighter to operate at peak efficiency during the Squadron phase. Rather than randomly seeking out targets, these ships can act as though they were activated by a squadron command and hunt down enemy fighter squadrons by adding an additional die to their attack pool. At the same time, unique versions of the Vulture-class Droid Fighter such as Haor Chall Protoypes are even more intelligent, anticipating and reacting to enemy movements with extra attacks.
While the Munificent-class Comms Frigate is coordinating starfighter squadrons, the Star Frigate variant has its own uses. The valuable Defensive Retrofit upgrade slot invites you to boost its durability in a variety of ways and two potential titles can make the Star Frigate even more hearty. Deploying the Tide of Progress XII gives you a ship that can repair itself on the fly by discarding a faceup damage card with the Ship trait before it is even dealt and resolved. Similarly, the Sa Nalaor can evade damage while it is moving at top speed.
In addition to their seemingly endless supply of droids, Separatist fleets can also leverage the expertise of organizations like the Techno Union to their advantage. In this regard, none are better at repairing a damaged ship than Wat Tambor , who provides you with a wealth of engineering points. This advantage becomes even more pronounced if your ships are filled with Battle Droid Reserves that can make your fleet the finest in the galaxy. Not only do these droids let you flip any number of damage cards with the Crew trait facedown, they also reduce the cost of discarding facedown damage cards by one, helping you get the most out of Wat Tambor. With their corporate overlords to oversee them, not even the Grand Army of the Republic can stand in the way of the Separatist Alliance's droid fleets.
Show Your Strength
Bringing down the Republic is no easy task, but the Separatist Alliance has the ships and droids to do it. Mass your fleets and strike at the heart of the Republic with the Separatist Alliance Fleet Starter!
"You may fire when ready."
–Count Dooku, Star Wars: The Clone Wars
The Separatist Alliance is on the offensive, deploying their massive droid armies to planets throughout the galaxy in an all-out effort to destabilize the Republic. Before they can get these troops on the ground, however, they must first win the fight in space. To do this, they make use of massive battle fleets, hoping to overwhelm the Republic with warships.
With Star Wars: Armada exploring the Clone Wars for the first time, you’ll soon have the chance to take command of these formidable Separatist navies with the Separatist Alliance Fleet Starter!
On top of adding more ships to your collection, this Fleet Starter gives you your first taste of the Separatist Alliance faction, inviting you to begin building your Separatist fleets with iconic characters and upgrades. Everything begins with a Munificent-class Frigate miniature and two Hardcell-class Transport miniatures that form the foundation of your fleets. The Separatist Alliance is well known for its starfighters, of course, and you’ll also find four squadrons of Vulture-class Droid Fighters ready to launch into battle.
Alongside these miniatures, you’ll also find all the tools you need to outfit and equip them for any scenario. Not only do dix ship cards outline two different variants of each capital ship, but two squadron cards invite you to field either generic Vulture-class Droid Fighters or the more powerful Haor Chall Prototypes. Finally, 20 upgrade cards give you the power to assign some of the Separatist Alliance’s most iconic characters and weapons to your ships.
Join us today as we take our first look at the Separatist Alliance Fleet Starter!
Corporate Clout
Secretly bolstered by an array of corporations, the Separatist Alliance stands in stark contrast to the Galactic Republic. Rather than ships crewed by Jedi and clones working for a common cause, the Separatists’ deep pockets give them the freedom to fight with faceless fleets of mechanized droids. Still, organic beings make up a large chunk of the Separatist high command and it is not uncommon for them to dictate the faction’s larger strategy.
Both droid and organic leaders are cunning in their approach to the defining space battles of the Clone Wars, as evidenced by the two commanders who can lead your first Separatist fleets. As the leader of the entire Separatist Alliance, Count Dooku spins his machinations across the galaxy. When he leads your fleet, you begin the game by choosing three command tokens of at least two different types to place on his card. Then, at the start of each ship phase, you discard one of these tokens to force each enemy ship to gain a raid token matching that token.
While Count Dooku thwarts his enemy’s plans, the super tactical droid Kraken puts his ships in position to inflict maximum damage. Once per activation, he gives friendly ships the chance to change one die to a face with any one icon if another friendly ship is at close-medium range of the defender. This gives that ship great freedom to adapt to the circumstances, potentially pushing through extra damage, triggering a critical effect, or improving its accuracy.
Whether you choose an organic or droid commander, Separatist capital ships themselves are remarkably flexible and the Munificent-class Frigate is a prime example. On the one hand, it can act as an excellent Comms Frigate, especially if it is equipped with a Hyperwave Signal Boost that helps it stay in close contact with friendly squadrons.
Such a signal boost allows Separatist droid starfighters that rely on AI like the Vulture-class Droid Fighter to operate at peak efficiency during the Squadron phase. Rather than randomly seeking out targets, these ships can act as though they were activated by a squadron command and hunt down enemy fighter squadrons by adding an additional die to their attack pool. At the same time, unique versions of the Vulture-class Droid Fighter such as Haor Chall Protoypes are even more intelligent, anticipating and reacting to enemy movements with extra attacks.
While the Munificent-class Comms Frigate is coordinating starfighter squadrons, the Star Frigate variant has its own uses. The valuable Defensive Retrofit upgrade slot invites you to boost its durability in a variety of ways and two potential titles can make the Star Frigate even more hearty. Deploying the Tide of Progress XII gives you a ship that can repair itself on the fly by discarding a faceup damage card with the Ship trait before it is even dealt and resolved. Similarly, the Sa Nalaor can evade damage while it is moving at top speed.
In addition to their seemingly endless supply of droids, Separatist fleets can also leverage the expertise of organizations like the Techno Union to their advantage. In this regard, none are better at repairing a damaged ship than Wat Tambor , who provides you with a wealth of engineering points. This advantage becomes even more pronounced if your ships are filled with Battle Droid Reserves that can make your fleet the finest in the galaxy. Not only do these droids let you flip any number of damage cards with the Crew trait facedown, they also reduce the cost of discarding facedown damage cards by one, helping you get the most out of Wat Tambor. With their corporate overlords to oversee them, not even the Grand Army of the Republic can stand in the way of the Separatist Alliance's droid fleets.
Show Your Strength
Bringing down the Republic is no easy task, but the Separatist Alliance has the ships and droids to do it. Mass your fleets and strike at the heart of the Republic with the Separatist Alliance Fleet Starter!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Form Up
Preview the Republic Fighter Squadrons Expansion Pack for Star Wars: Armada
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“Give it everything you’ve got!”
–Anakin Skywalker, Star Wars: The Clone Wars
As the Republic mobilizes its fleets to meet the rising Separatist menace, the smallest ships can make the biggest difference. Working in concert with larger warships like the Acclamator-class Assault Ship, the Republic’s array of starfighters are an integral part of its strategy and can play a decisive role in the epic space battles to come.
With Star Wars: Armada entering the tense combat of the Clone Wars, these starfighters are more important than ever. Soon, you can have access to an entire stable of Republic starfighters with the Republic Fighter Squadrons Expansion Pack!
This expansion puts eight additional fighter squadrons representing some of the Republic’s most iconic starfighters at your fingertips, including two Delta-7 Aethersprite squadrons, two BTL-B Y-wing squadrons, two ARC-170 squadrons, and two V-19 Torrent squadrons. Some of the Clone Wars most enduring heroes flew these starfighters into battle, of course, and 11 squadron cards give the freedom to choose between generic fighter squadrons or seven led by elite pilots.
Join us today as we take a closer look at the Republic Fighter Squadrons Expansion Pack!
Working Together
The Republic has no shortage of skilled pilots. Jedi Knights skilled in the Force and clone troopers bred for battle are both available to support Republic fleets in a variety of starfighters. Just like the crews of their warships, then, Republic starfighter squadrons feature a mixture of these two groups working together to complete the mission.
Jedi often take the lead in these engagements and, with the Force to aid them, it should be no surprise that they are particularly skilled pilots. Flying into battle in the Delta-7 Aethersprite, a ship fine-tuned for their unique abilities, even a simple squadron of Jedi can pose a challenge for enemy fighters.
On top of the ability to launch counterfire against squadrons that attack them, the Force aids these Jedi both offensively and defensively. Their adeptness helps them hone in on targets, allowing them to reroll a die while attacking. At the same time, they can more easily dodge enemy attacks by forcing their opponent to reroll a die of their choice after dice modifications have been made.
Jedi Masters bring even more skill and precision to the Delta-7, lending the squadrons they lead unique abilities. Master Luminara Unduli, for instance, does even more to support the non-unique squadrons she leads into battle. Her squadron may lack the Dodge keyword, but it gains defense tokens and the chance to obstruct the attacks of enemy squadrons at distance 1 against non-unique friendly squadrons. Similarly, Plo Koon gives non-unique friendly squadrons at distance 1 without Counter a better chance to return fire while also increasing the offensive capabilities of his own squadron’s ships.
Rather than protect friendly squadrons, other Jedi focus on honing their own abilities while augmenting the offense of their fellow pilots. Evan a padawan like Ahsoka Tano can contribute by both giving another friendly squadron at distance 1 the chance to attack an enemy squadron after she moves and with her own Grit that allows her to move while she is engaged by only one squadron. Kit Fisto takes this even further, using his Intel to grant friendly squadrons at distance 1 Grit. Beyond this, Fisto is just as Adept a Force user as Plo Koon and has plenty of ways to reduce the damage his squadron takes, including discarding a defense token to reduce the total damage by three.
With Jedi leading the way and taking on enemy fighters, the Republic’s clone pilots are free to focus on other targets. Those that fly the lumbering ARC-170 Starfighter can use the ship’s firepower and durability to inflict massive damage on capital ships while weathering the blistering return fire from these vessels. With the ability to reroll up to two dice after moving, “Odd Ball” is particularly effective at leading such attack runs.
Alternatively, BTL-B Y-wing squadrons can close in on a target a bit faster while still delivering a hefty punch. While commonly flown by clones, Jedi General Anakin Skywalker led the famed Shadow Squadron into battle in a BTL-B Y-wing on several occasions and he brings all the skills of a Jedi to the ship. In addition to enhancing his squadron’s attacks, he can also spend a defense token to completely ignore engagement and blow past enemy squadrons en route to a larger target.
Finally, both the ARC-170 and BTL-B Y-wing will need escorts to be the most effective and the V-19 Torrent is a cheaper alternative to the Jedi and their Delta-7 Aethersprites. This expansion supplements your fleets with two additional V-19 squadrons beyond what you find in the Galactic Republic Fleet Starter while also bringing you a new elite pilot in the form of “Kickback.” This dedicated clone pushes his squadron forward after performing an attack helping them pave the way for other squadrons.
Rally the Republic
A well organized starfighter assault can strike a decisive blow in the epic space battles of the Clone Wars. Gather the best Jedi and clone pilots the Republic has to offer and facedown the Separatist Alliance with the Republic Fighter Squadrons Expansion Pack!
Preview the Republic Fighter Squadrons Expansion Pack for Star Wars: Armada
Tweet
“Give it everything you’ve got!”
–Anakin Skywalker, Star Wars: The Clone Wars
As the Republic mobilizes its fleets to meet the rising Separatist menace, the smallest ships can make the biggest difference. Working in concert with larger warships like the Acclamator-class Assault Ship, the Republic’s array of starfighters are an integral part of its strategy and can play a decisive role in the epic space battles to come.
With Star Wars: Armada entering the tense combat of the Clone Wars, these starfighters are more important than ever. Soon, you can have access to an entire stable of Republic starfighters with the Republic Fighter Squadrons Expansion Pack!
This expansion puts eight additional fighter squadrons representing some of the Republic’s most iconic starfighters at your fingertips, including two Delta-7 Aethersprite squadrons, two BTL-B Y-wing squadrons, two ARC-170 squadrons, and two V-19 Torrent squadrons. Some of the Clone Wars most enduring heroes flew these starfighters into battle, of course, and 11 squadron cards give the freedom to choose between generic fighter squadrons or seven led by elite pilots.
Join us today as we take a closer look at the Republic Fighter Squadrons Expansion Pack!
Working Together
The Republic has no shortage of skilled pilots. Jedi Knights skilled in the Force and clone troopers bred for battle are both available to support Republic fleets in a variety of starfighters. Just like the crews of their warships, then, Republic starfighter squadrons feature a mixture of these two groups working together to complete the mission.
Jedi often take the lead in these engagements and, with the Force to aid them, it should be no surprise that they are particularly skilled pilots. Flying into battle in the Delta-7 Aethersprite, a ship fine-tuned for their unique abilities, even a simple squadron of Jedi can pose a challenge for enemy fighters.
On top of the ability to launch counterfire against squadrons that attack them, the Force aids these Jedi both offensively and defensively. Their adeptness helps them hone in on targets, allowing them to reroll a die while attacking. At the same time, they can more easily dodge enemy attacks by forcing their opponent to reroll a die of their choice after dice modifications have been made.
Jedi Masters bring even more skill and precision to the Delta-7, lending the squadrons they lead unique abilities. Master Luminara Unduli, for instance, does even more to support the non-unique squadrons she leads into battle. Her squadron may lack the Dodge keyword, but it gains defense tokens and the chance to obstruct the attacks of enemy squadrons at distance 1 against non-unique friendly squadrons. Similarly, Plo Koon gives non-unique friendly squadrons at distance 1 without Counter a better chance to return fire while also increasing the offensive capabilities of his own squadron’s ships.
Rather than protect friendly squadrons, other Jedi focus on honing their own abilities while augmenting the offense of their fellow pilots. Evan a padawan like Ahsoka Tano can contribute by both giving another friendly squadron at distance 1 the chance to attack an enemy squadron after she moves and with her own Grit that allows her to move while she is engaged by only one squadron. Kit Fisto takes this even further, using his Intel to grant friendly squadrons at distance 1 Grit. Beyond this, Fisto is just as Adept a Force user as Plo Koon and has plenty of ways to reduce the damage his squadron takes, including discarding a defense token to reduce the total damage by three.
With Jedi leading the way and taking on enemy fighters, the Republic’s clone pilots are free to focus on other targets. Those that fly the lumbering ARC-170 Starfighter can use the ship’s firepower and durability to inflict massive damage on capital ships while weathering the blistering return fire from these vessels. With the ability to reroll up to two dice after moving, “Odd Ball” is particularly effective at leading such attack runs.
Alternatively, BTL-B Y-wing squadrons can close in on a target a bit faster while still delivering a hefty punch. While commonly flown by clones, Jedi General Anakin Skywalker led the famed Shadow Squadron into battle in a BTL-B Y-wing on several occasions and he brings all the skills of a Jedi to the ship. In addition to enhancing his squadron’s attacks, he can also spend a defense token to completely ignore engagement and blow past enemy squadrons en route to a larger target.
Finally, both the ARC-170 and BTL-B Y-wing will need escorts to be the most effective and the V-19 Torrent is a cheaper alternative to the Jedi and their Delta-7 Aethersprites. This expansion supplements your fleets with two additional V-19 squadrons beyond what you find in the Galactic Republic Fleet Starter while also bringing you a new elite pilot in the form of “Kickback.” This dedicated clone pushes his squadron forward after performing an attack helping them pave the way for other squadrons.
Rally the Republic
A well organized starfighter assault can strike a decisive blow in the epic space battles of the Clone Wars. Gather the best Jedi and clone pilots the Republic has to offer and facedown the Separatist Alliance with the Republic Fighter Squadrons Expansion Pack!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Ready for Battle
A Final Preview of the Galactic Republic Fleet Starter for Star Wars: Armada
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"Captain, tell them we wish to board at once."
–Qui-Gon Jinn, Star Wars: The Phantom Menace
As the Galactic Republic attempts to match the might of Separatist fleets, it makes use of every available ship, even those not originally designed for military service. Although it is recognized throughout the galaxy as a diplomatic vessel, the Consular-class cruiser is one such ship that now finds new life as part of the Republic Navy.
Outfitted for combat and crewed by expert clone troopers, these cruisers will soon play an integral role in your first Republic fleets for Star Wars: Armada with the Galactic Republic Fleet Starter!
This Fleet Starter lays the foundation for the Republic faction with an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters. With these miniatures as the building blocks, the Galactic Republic Fleet Starter also invites you to fine-tune your fleets with six ship cards that allow you to deploy your capital ships in two variants each as well as 20 upgrade cards that add additional officers, weapons, and more to your ships.
We’ve already shown you both variants of the Acclamator-class Assault Ship and some of the upgrades you’ll find in the Galactic Republic Fleet Starter. Join us today as we did even deeper and examine the Consular-class Cruiser!
Republic Retrofit
The sudden onset of the Clone Wars has left the Republic scrambling to put together a navy. While the powerful corporate backers of the Separatist Alliance can use their manufacturing might to mass produce warships, the Republic instead must rely on existing ships like the Consular-class Cruiser that have been retrofitted for combat.
But just because the Consular-class Cruiser wasn’t strictly built for battle doesn’t mean it can't be an effective warship. In fact, refitting the Consular-class Cruiser for combat missions has enabled it to take on wildly different capabilities and you can make use of two different versions of the ship in your fleets. The Armed Cruiser variant is prepared to use the Consular-class Cruisers inherent speed to the fullest by charging into battle and pestering enemies at close to medium range.
For an added punch, this version of the ship can also be equipped with ordnance, allowing it to slam an opponent with some Assault Concussion Missiles during an attack and spread the damage to the hull zones adjacent to the defending hull zone. Getting so close to the enemy also means drawing their fire, of course, and the Armed Cruiser can make effective use of an Auxiliary Shields Team that treats the maximum shield values of its left and right hull zones as increased by one when recovering or moving shields to those zones.
The Charger c70 variant, on the other hand, is effective from longer range and may prefer to operate from the edges of a battle. Doing so makes this ship an ideal carrier for a Clone Navigation Officer, who can coordinate with friendly ships at distance 1–5 to get them an additional concentrate fire, navigate, or squadron token that matches his own ship's command.
No matter which type of Consular-class Cruiser you choose for your fleet, specific titles make the ship even more versatile. A ship like the Radiant VII, for instance, can take on a completely new role in the fleet supporting other ships. In this capacity, it can perform a Parts Resupply to assign Engineering tokens to friendly ships at distance 1–5. Perhaps even more crucially, the Radiant VII can also help the entire fleet focus on its targets with a Munitions Resupply that helps them all concentrate fire at just the right moment.
The Consular-class Cruiser's maximum speed of four helps the Radiant VII maintain a solid position relative to the rest of the fleet, but other ships take advantage of it in their own way. A Cruiser like the Swift Return, for example, uses obstacles to its advantage. It becomes more unpredictable when it's at distance 1–2 of one by changing its speed by one or increasing its yaw value by one during the Determine Course step.
Report to Battle Stations
The Clone Wars will come down to every last ship. Prepped for battle and ready for anything, the Consular-class Cruiser adds a crucial component to Republic fleets looking to stand against the Separatist menace. Add yours with the Galactic Republic Fleet Starter!
A Final Preview of the Galactic Republic Fleet Starter for Star Wars: Armada
Tweet
"Captain, tell them we wish to board at once."
–Qui-Gon Jinn, Star Wars: The Phantom Menace
As the Galactic Republic attempts to match the might of Separatist fleets, it makes use of every available ship, even those not originally designed for military service. Although it is recognized throughout the galaxy as a diplomatic vessel, the Consular-class cruiser is one such ship that now finds new life as part of the Republic Navy.
Outfitted for combat and crewed by expert clone troopers, these cruisers will soon play an integral role in your first Republic fleets for Star Wars: Armada with the Galactic Republic Fleet Starter!
This Fleet Starter lays the foundation for the Republic faction with an Acclamator-class Assault Ship miniature and two Consular-class Cruiser miniatures as well as four squadrons of V-19 Torrent starfighters. With these miniatures as the building blocks, the Galactic Republic Fleet Starter also invites you to fine-tune your fleets with six ship cards that allow you to deploy your capital ships in two variants each as well as 20 upgrade cards that add additional officers, weapons, and more to your ships.
We’ve already shown you both variants of the Acclamator-class Assault Ship and some of the upgrades you’ll find in the Galactic Republic Fleet Starter. Join us today as we did even deeper and examine the Consular-class Cruiser!
Republic Retrofit
The sudden onset of the Clone Wars has left the Republic scrambling to put together a navy. While the powerful corporate backers of the Separatist Alliance can use their manufacturing might to mass produce warships, the Republic instead must rely on existing ships like the Consular-class Cruiser that have been retrofitted for combat.
But just because the Consular-class Cruiser wasn’t strictly built for battle doesn’t mean it can't be an effective warship. In fact, refitting the Consular-class Cruiser for combat missions has enabled it to take on wildly different capabilities and you can make use of two different versions of the ship in your fleets. The Armed Cruiser variant is prepared to use the Consular-class Cruisers inherent speed to the fullest by charging into battle and pestering enemies at close to medium range.
For an added punch, this version of the ship can also be equipped with ordnance, allowing it to slam an opponent with some Assault Concussion Missiles during an attack and spread the damage to the hull zones adjacent to the defending hull zone. Getting so close to the enemy also means drawing their fire, of course, and the Armed Cruiser can make effective use of an Auxiliary Shields Team that treats the maximum shield values of its left and right hull zones as increased by one when recovering or moving shields to those zones.
The Charger c70 variant, on the other hand, is effective from longer range and may prefer to operate from the edges of a battle. Doing so makes this ship an ideal carrier for a Clone Navigation Officer, who can coordinate with friendly ships at distance 1–5 to get them an additional concentrate fire, navigate, or squadron token that matches his own ship's command.
No matter which type of Consular-class Cruiser you choose for your fleet, specific titles make the ship even more versatile. A ship like the Radiant VII, for instance, can take on a completely new role in the fleet supporting other ships. In this capacity, it can perform a Parts Resupply to assign Engineering tokens to friendly ships at distance 1–5. Perhaps even more crucially, the Radiant VII can also help the entire fleet focus on its targets with a Munitions Resupply that helps them all concentrate fire at just the right moment.
The Consular-class Cruiser's maximum speed of four helps the Radiant VII maintain a solid position relative to the rest of the fleet, but other ships take advantage of it in their own way. A Cruiser like the Swift Return, for example, uses obstacles to its advantage. It becomes more unpredictable when it's at distance 1–2 of one by changing its speed by one or increasing its yaw value by one during the Determine Course step.
Report to Battle Stations
The Clone Wars will come down to every last ship. Prepped for battle and ready for anything, the Consular-class Cruiser adds a crucial component to Republic fleets looking to stand against the Separatist menace. Add yours with the Galactic Republic Fleet Starter!
Herendon- Boarding Team Mos Eisley
Re: [Armada] Wave IX - Clone Wars
Swarm the Opposition
Preview the Separatist Fighter Squadrons Expansion Pack for Star Wars: Armada
“You lose, General Kenobi!”
–General Grievous, Star Wars: Revenge of the Sith
The Separatist Alliance’s strength is drawn from sheer numbers. Nowhere is this more evident than in the epic space battles of Star Wars: Armada, where the Separatist Navy can unleash swarms of cheap, mass-produced fighters that can overwhelm even the most experienced Jedi Masters in their Delta-7 Aethersprites.
As the game begins exploring the Clone Wars, the Separatist Alliance Fleet Starter lays the foundation for your starfighter assault with four squadrons of deadly Vulture-class Droid Fighters, but this is only the beginning. Soon you’ll be able to tap into the vast array of starfighters the Separatists deployed during the Clone Wars with the Separatist Fighter Squadrons Expansion Pack!
This expansion gives you access to eight additional Separatist fighter squadrons, including two Hyena-class Droid Bomber squadrons, two Droid Tri-Fighter squadrons, two Belbullab-22 Starfighter squadrons, and an additional two Vulture-class Droid Fighter squadrons. The Separatists are always looking for ways to improve their droid starfighters, and 10 squadron cards invite you to choose between four standard squadrons and six more exotic and experimental variants.
Join us today as we take a full look at everything in the Separatist Fighter Squadron Expansion Pack!
Destructive Droids
Mass production has many advantages. For the Separatist Alliance, it means they can build an army and navy rather than recruit one. The Vulture-class Droid Fighter Squadron is the purest expression of this philosophy. These droids feature the same speed, hull value, and ability to swarm enemy squadrons at the same cost as an Imperial TIE Fighter squadron, but with even more benefits.
In addition to removing the risk of losing irreplaceable organic pilots, droid starfighters come with the added advantage of artificial intelligence that help them take on specialized roles with Separatist attack groups. Vulture droid AI in particular gives them some extra firepower while attacking squadrons if they’ve been activated by a squadron command, but this is only the basic model.
The squadron designated DFS-311 is even more intelligent, combining the ability to force an attacker to re-roll a die during an obstructed attack against it with the benefits of defense tokens and the Intel keyword. This intel is particularly valuable for friendly squadrons flying within distance 1 of DFS-311, as it grants them the Grit to keep moving while they are engaged by only one squadron.
Vulture-class Droid Fighters are only the beginning of the Separatist starfighter onslaught. The faction features a variety of different models, each with its own specifications and role to play. Rather than focus on enemy squadrons, the Hyena-class Droid Bomber’s AI is programmed to inflict maximum damage to enemy ships. This programming becomes even more nuanced if you choose to deploy some Baktoid Prototypes that can improve their accuracy when a friendly bomber squadron is at distance one of the defender. DBS-404, on the other hand, shows little regard for its own safety, instead choosing to ramp up its own firepower while it is touching the defender at the cost of suffering damage.
While the Vulture-class Droid Fighter is designed to overwhelm opponents with superior numbers, the Droid Tri-Fighter is more in line with traditional interceptors. Its speed and ability to counter the attacks of enemy squadron make it ideal for hunting down and eliminating squadrons that stand between you and your target.
Like the Separatists other droid squadrons, Tri-Fighters also come in two variants that prove even more effective at this task. Simple but deadly, the attacks of DIS-T81 cannot be obstructed, helping it Snipe squadrons from a distance while ignoring their Counter keyword. The Phlac-Arphocc Prototypes are even more straightforward, causing any enemy squadron that ends its activation at distance one to suffer one damage.
Droid fighters may make up the bulk of Separatist fighter squadrons, but they are actually only one facet of a larger strategy. The faction’s leaders often enter the fight in squadrons of Belbullab-22 starfighters that use screens of droids as cover. These distractions give the Belbullab pilots a much better chance to dodge enemy fire by forcing attackers to reroll dice.
Better still, having the Belbullab-22 so close to friendly droid helps ensure that they stick to their protocols. As long as they are in range to be activated, these ships can always relay squadron commands to a squadron at distance 1–3. If the squadron is led by none other than General Grievous himself, it can relay commands to an additional squadron while also piling on the damage to ships or squadrons with no readied defense tokens.
Strength in Numbers
The Galactic Republic may have elite clone troopers and Jedi Masters, but the Separatist Alliance has the technological advantages in the epic space battles of the Clone Wars. Use it to the fullest with the Separatist Fighter Squadrons Expansion Pack!
Preview the Separatist Fighter Squadrons Expansion Pack for Star Wars: Armada
“You lose, General Kenobi!”
–General Grievous, Star Wars: Revenge of the Sith
The Separatist Alliance’s strength is drawn from sheer numbers. Nowhere is this more evident than in the epic space battles of Star Wars: Armada, where the Separatist Navy can unleash swarms of cheap, mass-produced fighters that can overwhelm even the most experienced Jedi Masters in their Delta-7 Aethersprites.
As the game begins exploring the Clone Wars, the Separatist Alliance Fleet Starter lays the foundation for your starfighter assault with four squadrons of deadly Vulture-class Droid Fighters, but this is only the beginning. Soon you’ll be able to tap into the vast array of starfighters the Separatists deployed during the Clone Wars with the Separatist Fighter Squadrons Expansion Pack!
This expansion gives you access to eight additional Separatist fighter squadrons, including two Hyena-class Droid Bomber squadrons, two Droid Tri-Fighter squadrons, two Belbullab-22 Starfighter squadrons, and an additional two Vulture-class Droid Fighter squadrons. The Separatists are always looking for ways to improve their droid starfighters, and 10 squadron cards invite you to choose between four standard squadrons and six more exotic and experimental variants.
Join us today as we take a full look at everything in the Separatist Fighter Squadron Expansion Pack!
Destructive Droids
Mass production has many advantages. For the Separatist Alliance, it means they can build an army and navy rather than recruit one. The Vulture-class Droid Fighter Squadron is the purest expression of this philosophy. These droids feature the same speed, hull value, and ability to swarm enemy squadrons at the same cost as an Imperial TIE Fighter squadron, but with even more benefits.
In addition to removing the risk of losing irreplaceable organic pilots, droid starfighters come with the added advantage of artificial intelligence that help them take on specialized roles with Separatist attack groups. Vulture droid AI in particular gives them some extra firepower while attacking squadrons if they’ve been activated by a squadron command, but this is only the basic model.
The squadron designated DFS-311 is even more intelligent, combining the ability to force an attacker to re-roll a die during an obstructed attack against it with the benefits of defense tokens and the Intel keyword. This intel is particularly valuable for friendly squadrons flying within distance 1 of DFS-311, as it grants them the Grit to keep moving while they are engaged by only one squadron.
Vulture-class Droid Fighters are only the beginning of the Separatist starfighter onslaught. The faction features a variety of different models, each with its own specifications and role to play. Rather than focus on enemy squadrons, the Hyena-class Droid Bomber’s AI is programmed to inflict maximum damage to enemy ships. This programming becomes even more nuanced if you choose to deploy some Baktoid Prototypes that can improve their accuracy when a friendly bomber squadron is at distance one of the defender. DBS-404, on the other hand, shows little regard for its own safety, instead choosing to ramp up its own firepower while it is touching the defender at the cost of suffering damage.
While the Vulture-class Droid Fighter is designed to overwhelm opponents with superior numbers, the Droid Tri-Fighter is more in line with traditional interceptors. Its speed and ability to counter the attacks of enemy squadron make it ideal for hunting down and eliminating squadrons that stand between you and your target.
Like the Separatists other droid squadrons, Tri-Fighters also come in two variants that prove even more effective at this task. Simple but deadly, the attacks of DIS-T81 cannot be obstructed, helping it Snipe squadrons from a distance while ignoring their Counter keyword. The Phlac-Arphocc Prototypes are even more straightforward, causing any enemy squadron that ends its activation at distance one to suffer one damage.
Droid fighters may make up the bulk of Separatist fighter squadrons, but they are actually only one facet of a larger strategy. The faction’s leaders often enter the fight in squadrons of Belbullab-22 starfighters that use screens of droids as cover. These distractions give the Belbullab pilots a much better chance to dodge enemy fire by forcing attackers to reroll dice.
Better still, having the Belbullab-22 so close to friendly droid helps ensure that they stick to their protocols. As long as they are in range to be activated, these ships can always relay squadron commands to a squadron at distance 1–3. If the squadron is led by none other than General Grievous himself, it can relay commands to an additional squadron while also piling on the damage to ships or squadrons with no readied defense tokens.
Strength in Numbers
The Galactic Republic may have elite clone troopers and Jedi Masters, but the Separatist Alliance has the technological advantages in the epic space battles of the Clone Wars. Use it to the fullest with the Separatist Fighter Squadrons Expansion Pack!
Herendon- Boarding Team Mos Eisley
Ähnliche Themen
» [Armada] Wave 10 - Clone Wars II
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» GenCon - X-Wing 2.0 News / Wave 2 / Clone-Wars Fraktionen
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» [Armada] Clone Wars teaser
» [Armada] Ersten 4 Clone Wars Aufwertungskarten
MosEisleyRaumhafen :: Weitere Star Wars Spiele... :: [Armada] "Flottenbasierte Raumgefechte" :: Armada News
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