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B4iFUru18

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Everything posted by B4iFUru18

  1. Or my Rebel Build? Rebel Fleet (Standard) (397pts) Assault Frigate Mark IIA (93pts) Intel Officer (7pts), •Paragon (5pts) MC30c Scout Frigate (91pts) Assault Concussion Missiles (7pts), Electronic Countermeasures (7pts), •Foresight (8pts) MC80 Assault Cruiser (187pts) Advanced Projectors (6pts), Electronic Countermeasures (7pts), Intel Officer (7pts), Leading Shots (4pts), XI7 Turbolasers (6pts), •Admiral Ackbar (38pts), •Defiance (5pts) •Han Solo (26pts)
  2. Have a couple to choose from, which one should I use? Feel free to make changes... Imperial Navy (Standard) (399pts) Gladiator I-Class Star Destroyer (92pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)] Imperial II-Class Star Destroyer (180pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Intel Officer (7pts), Leading Shots (4pts), XI7 Turbolasers (6pts), •Admiral Screed (26pts), •Relentless (3pts)] Raider I-Class Corvette (57pts) [Expanded Launchers (13pts)] + Squadrons (70pts) + •Boba Fett (26pts) •Bossk (23 pts) •IG-88 (21pts) Assault Objective [Most Wanted] Defense Objective [Contested Outpost] Navigation Objective [Dangerous Territory] OOOORRRR: Imperial Navy (Standard) (395pts) Gladiator I-Class Star Destroyer (88pts) Assault Concussion Missiles (7pts), Engine Techs (8pts), Gunnery Team (7pts), Intel Officer (7pts), •Insidious (3pts) Gladiator I-Class Star Destroyer (85pts) Assault Concussion Missiles (7pts), Engine Techs (8pts), Ordnance Experts (4pts), •Demolisher (10pts) Imperial II-Class Star Destroyer (178pts) Electronic Countermeasures (7pts), Gunnery Team (7pts), Intel Officer (7pts), Leading Shots (4pts), XI7 Turbolasers (6pts), •Admiral Motti (24pts), •Relentless (3pts) Raider I-Class Corvette (44pts) Assault Objective [Most Wanted] Defense Objective [Contested Outpost] Navigation Objective [Dangerous Territory]
  3. Let me know what you think. I only have the core set, raider, isd, and heroes/villains. ++ Imperial Navy (Standard) (400pts) ++ + Imperial Star Destroyer (166pts) + Imperial I-Class Star Destroyer (166pts) [Phylon Q7 Tractor Beams (6pts), SW-7 Ion Batteries (5pts), Tactical Expert (6pts), •Darth Vader (36pts), •Relentless (3pts)] Profiles: Imperial I-Class Star Destroyer: Hull:11|Anti-Squadron Value:1 Black, 1 Blue|Command:3|Squadron:4|Engineering:4|Defense Tokens:Brace, Redirect, Redirect, Contain|Front Firing Arc:3 Red, 2 Blue, 3 Black|Left Firing Arc:2 Red, 2 Black|Right Firing Arc:2 Red, 2 Black|Rear Firing Arc:1 Red, 2 Blue|Front Shield Value:4|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Offensive Retrofit, Ion Cannons, Turbolasers Darth Vader: Commander Ability:While a friendly ship is attacking a ship, it may spend 1 defense token to reroll any number of dice in its attack pool. Relentless: Ship Title Abilities:The total number of command dials that must be assigned to your ship during the Command Phase is reduced by 1. Tactical Expert: Officer Ability:Before you reveal a command, you may change that command to a Concentrate Fire command. Phylon Q7 Tractor Beams: Offensive Retrofit Ability:Modification When you activate, you may exhaust this card to choose 1 enemy ship of your size class or smaller at distance 1-5. That ship must spend a Navigate token or reduce its speed by 1 to a minimum of 1. SW-7 Ion Batteries: Ion Cannon Ability:While attacking a ship, each of your unspent blue Accuracy icons adds 1 damage to the damage total. + Raider Corvette (48pts) + Raider I-Class Corvette (48pts) [•Impetuous (4pts)] Profiles: Raider I-Class Corvette: Hull:4|Anti-Squadron Value:2 Black|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Brace|Front Firing Arc:2 Blue, 2 Black|Left Firing Arc:1 Blue, 1 Black|Right Firing Arc:1 Blue, 1 Black|Rear Firing Arc:1 Blue|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance Impetuous: Ship Title Abilities:At the end of your Attack Step, choose 1 of your hull zones. You may perform an attack against 1 enemy squadron from that hull zone, even if you have already attacked from that zone this round. + Victory Star Destroyer (96pts) + Victory I-Class Star Destroyer (96pts) [boosted Comms (4pts), •Dominator (12pts), •Wulff Yularen (7pts)] Profiles: Victory I-Class Star Destroyer: Hull:8|Anti-Squadron Value:1 Blue|Command:3|Squadron:3|Engineering:4|Defense Tokens:Brace, Redirect, Redirect|Front Firing Arc:3 Red 3 Black|Left Firing Arc:2 Red 1 Black|Right Firing Arc:2 Red 1 Black|Rear Firing Arc:2 Red|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance, Turbolasers Dominator: Ship Title Abilities:While attacking at close-medium range, you may spend up to 2 shields from any of your hull zones to add that number of blue dice to your attack pool. Wulff Yularen: Officer Ability:When you spend a command token, you may exhaust this card to gain 1 command token of the same type. Boosted Comms: Offensive Retrofit Ability:Squadron: You can activate friendly squadrons at close-long range (instead of close-medium). + Squadrons (90pts) + •Boba Fett (26pts) Rules: Bomber, Rogue Profiles: Boba Fett: Movement Value:3|Hull Value:6|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue, 1 Black Boba Fett: Squadron Ability:When you activate, choose 1 enemy ship or squadron at distance 1. That ship or squadron suffers 1 damage.|Defense Tokens:Brace, Brace •Bossk (23pts) Rules: Grit, Rogue Profiles: Bossk: Movement Value:3|Hull Value:7|Anti-Squadron Value:4 Black|Anti-Ship Value:1 Blue, 1 Black Bossk: Squadron Ability:While attacking, if you have 6 or fewer hull points remaining, you may add 1 blue die set to the Accuracy icon to your attack pool.|Defense Tokens:Brace •Dengar (20pts) Rules: Intel, Swarm Profiles: Dengar: Movement Value:4|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black Dengar: Squadron Ability:While another friendly squadron is at distance 1-2, it has Counter 1 or increases its Counter value by 1.|Defense Tokens:Brace, Scatter •IG-88 (21pts) Rules: Counter 2, Rogue Profiles: IG-88: Movement Value:5|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Black IG-88: Squadron Ability:You ignore the Escort and Counter keywords on enemy squadrons.|Defense Tokens:Scatter + Objectives + Assault Objective [Opening Salvo] Profiles: Opening Salvo: Setup:After deploying fleets, assign 1 objective token to each ship.|Special Rule:The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color to the attack pool.|End of Game:Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.|Victory Token Value: Defense Objective [Fleet Ambush] Profiles: Fleet Ambush: Setup:The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Ambush Zone. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.|Special Rule:|End of Round:|Victory Token Value: Navigation Objective [Dangerous Territory] Profiles: Dangerous Territory: Setup:Obstacles must be placed in the setup area beyond distance 5 of both players' edges. After placing obstacles, place 1 objective token on each obstacle.|Special Rule:When a ship overlaps an obstacle, the ship's owner may remove the objective token on that obstacle to gain 1 victory token. When one of the second player's ships overlaps an asteroid field or debris field, that obstacle has no effect.|End of Game:|Victory Token Value:15 ++ Selection Rules ++ Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect. Counter 2: After a squadron performs a non-Counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed. Grit: You are not prevented from moving while you are engaged by only 1 squadron. Intel: While an enemy squadron is at distance 1 of you, it has Heavy. Rogue: You can move and attack during the Squadron Phase. Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.
  4. Let me know what you think. I only have the core set, raider, isd, and heroes/villains. ++ Imperial Navy (Standard) (400pts) ++ + Imperial Star Destroyer (166pts) + Imperial I-Class Star Destroyer (166pts) [Phylon Q7 Tractor Beams (6pts), SW-7 Ion Batteries (5pts), Tactical Expert (6pts), •Darth Vader (36pts), •Relentless (3pts)] Profiles: Imperial I-Class Star Destroyer: Hull:11|Anti-Squadron Value:1 Black, 1 Blue|Command:3|Squadron:4|Engineering:4|Defense Tokens:Brace, Redirect, Redirect, Contain|Front Firing Arc:3 Red, 2 Blue, 3 Black|Left Firing Arc:2 Red, 2 Black|Right Firing Arc:2 Red, 2 Black|Rear Firing Arc:1 Red, 2 Blue|Front Shield Value:4|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Offensive Retrofit, Ion Cannons, Turbolasers Darth Vader: Commander Ability:While a friendly ship is attacking a ship, it may spend 1 defense token to reroll any number of dice in its attack pool. Relentless: Ship Title Abilities:The total number of command dials that must be assigned to your ship during the Command Phase is reduced by 1. Tactical Expert: Officer Ability:Before you reveal a command, you may change that command to a Concentrate Fire command. Phylon Q7 Tractor Beams: Offensive Retrofit Ability:Modification When you activate, you may exhaust this card to choose 1 enemy ship of your size class or smaller at distance 1-5. That ship must spend a Navigate token or reduce its speed by 1 to a minimum of 1. SW-7 Ion Batteries: Ion Cannon Ability:While attacking a ship, each of your unspent blue Accuracy icons adds 1 damage to the damage total. + Raider Corvette (48pts) + Raider I-Class Corvette (48pts) [•Impetuous (4pts)] Profiles: Raider I-Class Corvette: Hull:4|Anti-Squadron Value:2 Black|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Brace|Front Firing Arc:2 Blue, 2 Black|Left Firing Arc:1 Blue, 1 Black|Right Firing Arc:1 Blue, 1 Black|Rear Firing Arc:1 Blue|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance Impetuous: Ship Title Abilities:At the end of your Attack Step, choose 1 of your hull zones. You may perform an attack against 1 enemy squadron from that hull zone, even if you have already attacked from that zone this round. + Victory Star Destroyer (96pts) + Victory I-Class Star Destroyer (96pts) [boosted Comms (4pts), •Dominator (12pts), •Wulff Yularen (7pts)] Profiles: Victory I-Class Star Destroyer: Hull:8|Anti-Squadron Value:1 Blue|Command:3|Squadron:3|Engineering:4|Defense Tokens:Brace, Redirect, Redirect|Front Firing Arc:3 Red 3 Black|Left Firing Arc:2 Red 1 Black|Right Firing Arc:2 Red 1 Black|Rear Firing Arc:2 Red|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance, Turbolasers Dominator: Ship Title Abilities:While attacking at close-medium range, you may spend up to 2 shields from any of your hull zones to add that number of blue dice to your attack pool. Wulff Yularen: Officer Ability:When you spend a command token, you may exhaust this card to gain 1 command token of the same type. Boosted Comms: Offensive Retrofit Ability:Squadron: You can activate friendly squadrons at close-long range (instead of close-medium). + Squadrons (90pts) + •Boba Fett (26pts) Rules: Bomber, Rogue Profiles: Boba Fett: Movement Value:3|Hull Value:6|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue, 1 Black Boba Fett: Squadron Ability:When you activate, choose 1 enemy ship or squadron at distance 1. That ship or squadron suffers 1 damage.|Defense Tokens:Brace, Brace •Bossk (23pts) Rules: Grit, Rogue Profiles: Bossk: Movement Value:3|Hull Value:7|Anti-Squadron Value:4 Black|Anti-Ship Value:1 Blue, 1 Black Bossk: Squadron Ability:While attacking, if you have 6 or fewer hull points remaining, you may add 1 blue die set to the Accuracy icon to your attack pool.|Defense Tokens:Brace •Dengar (20pts) Rules: Intel, Swarm Profiles: Dengar: Movement Value:4|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black Dengar: Squadron Ability:While another friendly squadron is at distance 1-2, it has Counter 1 or increases its Counter value by 1.|Defense Tokens:Brace, Scatter •IG-88 (21pts) Rules: Counter 2, Rogue Profiles: IG-88: Movement Value:5|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Black IG-88: Squadron Ability:You ignore the Escort and Counter keywords on enemy squadrons.|Defense Tokens:Scatter + Objectives + Assault Objective [Opening Salvo] Profiles: Opening Salvo: Setup:After deploying fleets, assign 1 objective token to each ship.|Special Rule:The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color to the attack pool.|End of Game:Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.|Victory Token Value: Defense Objective [Fleet Ambush] Profiles: Fleet Ambush: Setup:The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Ambush Zone. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.|Special Rule:|End of Round:|Victory Token Value: Navigation Objective [Dangerous Territory] Profiles: Dangerous Territory: Setup:Obstacles must be placed in the setup area beyond distance 5 of both players' edges. After placing obstacles, place 1 objective token on each obstacle.|Special Rule:When a ship overlaps an obstacle, the ship's owner may remove the objective token on that obstacle to gain 1 victory token. When one of the second player's ships overlaps an asteroid field or debris field, that obstacle has no effect.|End of Game:|Victory Token Value:15 ++ Selection Rules ++ Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect. Counter 2: After a squadron performs a non-Counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed. Grit: You are not prevented from moving while you are engaged by only 1 squadron. Intel: While an enemy squadron is at distance 1 of you, it has Heavy. Rogue: You can move and attack during the Squadron Phase. Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.
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