After the Massing at Sullust I am trying to put together my imperial list. The basic idea is starship kill starship and fighter kill bombers.
+++ Emperor's Reach Heavy Pursuit Squadron (399pts) +++
++ Imperial Navy (Standard) (399pts) ++
+ Gladiator Star Destroyer (71pts) +
Gladiator II-Class Star Destroyer (71pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts)]
····Profiles:
········Gladiator II-Class Star Destroyer: Hull:5|Anti-Squadron Value:2 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:1 Red, 3 Black|Right Firing Arc:1 Red, 3 Black|Rear Firing Arc:1 Red, 1 Black|Front Shield Value:3|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Support Team, Ordnance
········Ordnance Experts: Weapons Team Ability:While attacking, you may reroll any number of your black dice.
········Assault Concussion Missiles: Ordnance Ability:Black Critical: Deal 1 faceup damage card to the defender.
+ Imperial Star Destroyer (163pts) +
Imperial I-Class Star Destroyer (163pts) [boosted Comms (4pts), Expanded Hangar Bay (5pts), Flight Controllers (6pts), Turbolaser Reroute Circuits (7pts), •Admiral Screed (26pts), •Captain Needa (2pts), •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
········Admiral Screed: Commander Ability:Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a [Critical] icon.
········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.
········Captain Needa: Officer Ability:At the start of the first round, you may replace 1 of your defense tokens with an Evade defense token.
········Flight Controllers: Weapons Team Ability:Squadron: The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation.
········Boosted Comms: Offensive Retrofit Ability:Squadron: You can activate friendly squadrons at close-long range (instead of close-medium).
········Expanded Hangar Bay: Offensive Retrofit Ability:Your squadron value is increased by 1
········Turbolaser Reroute Circuits: Turbolasers Ability:While attacking, you may spend 1 Evade defense token to change 1 red die to a face with a Critical icon or 2 Hit icons.
+ Victory Star Destroyer (96pts) +
Victory II-Class Star Destroyer (96pts) [Phylon Q7 Tractor Beams (6pts), SW-7 Ion Batteries (5pts)]
····Profiles:
········Victory II-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 Blue|Left Firing Arc:2 Red 1 Blue|Right Firing Arc:2 Red 1 Blue|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, Ion Cannons, Turbolasers
········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.
+ Squadrons (69pts) +
TIE Interceptor Squadron (11pts)
····Rules: Counter 2, Swarm
····Profiles:
········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue
TIE Interceptor Squadron (11pts)
····Rules: Counter 2, Swarm
····Profiles:
········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue
TIE Interceptor Squadron (11pts)
····Rules: Counter 2, Swarm
····Profiles:
········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue
•"Howlrunner" (16pts)
····Rules: Swarm
····Profiles:
········"Howlrunner": Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue
········"Howlrunner": Squadron Ability:While another friendly squadron with Swarm at distance 1 is attacking a squadron, it may add 1 blue die to its attack pool.|Defense Tokens:Brace, Scatter
•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
++ Selection Rules ++
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.
Intel: While an enemy squadron is at distance 1 of you, it has Heavy.
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.
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