Interdictor, what could it have

By Hastatior, in Star Wars: Armada

A very common and popular Imperial ship in the EU is the much beloved Interdictor Cruiser, the little dagger with so much gumption its got four balls.

BUT in a game where retreating is not in the cards, what would be the game function of this ship to justify its inclusion?

I wonder if they will create an interdictor as a EW (Electronic Warfare) ship that can either confer defensive bonuses to friendly ships in range or disrupt enemy ships in range? Give it piddly armaments and introduce it as a meta-expanding true "Support Class" ship. This could be borne out by the recent X17 decision ("for future game balance") where perhaps X17 type effects are a valid counter to aggressive EW defenses from an Interdictor.

Do the filthy rebel scum have a ship that can perform a similar function for the sake of balance? If they do I am not aware of it. Thoughts and ideas?

EU answer to the Int would be the CC-9600 (if memory serves correctly).

I'm totally for inclusion of ships like these with either game changing effects or just a ton of support abilities.

Although they're not technically the same ship, I'll insert a plug here for DA's excellent custom cards, which feature the Immobilizer 418 cruiser (the smaller but thematically-similar cousin of the larger Interdictor). Some very creative ideas about potential ways for them to impact gameplay (and I imagine there are more scattered throughout the DA custom cards thread).

As for me, I'm always up for more star destroyers, be they large or small. :D

But please do not read this as a desire to resurrect *thatthreadwhichshallnotbenamed*...

First off, I would expect the Interdictor to be a medium star destroyer and have respectable firepower, but not great. It's special stuff would have to come from upgrades, some of which would be restricted to an interdictor only. I wouldn't mind seeing a more powerful tractor beam. It would be cool if it had MULTIPLE slots for such a beam, allowing it to take an advanced tractor beam, AND a phylon tractor beam from wave 2. It would be cool if it could somehow lock down squadrons as well, such as the Interdictor that locked Luke down in Heir to the Empire.

I would also like a Title for one of them, allowing it to adjust the beginning of the game. Something to the effect of "After your opponent deploys their first ship, you may move it at speed 1 or 2. This will be it's new starting position." - indicating battlefield control. This would naturally have to be an expensive title, perhaps 15 points? but I don't know - this could be straight up broken. Something similar perhaps, but maybe not exactly that.

Squadrons at range 1 of you may not move?

I really liked one guys idea (can't remember who) said it could extend the game to 7 turns or something. I really like that idea. But not sure how that would work for a tournament.

Maybe it could even shorten the game to 5 turns. :P

But I think it is going to be tough. If you compare it with an ISD (same hull). hardly any weapons or squadron support.

but maybe you can allow it to equip the same support cards like 2 tractor beams, or multiple Ion canons.

I think a lot of us would love to see this ship.

maybe create objectives starring Interdictor abilities?

Increase and decrease speed of enemy ships? I know thats covered by tractor beams, somewhat.

Reduce yaw options. Bit would also need an extension of abilities to mess with sublight engines. Not (old) canon, as far as i remember Interdictors.

Your suggestions are a good possibility.

I refer to Hastatiors post.

Edited by NebulonB

The latest Tarkin novel canonized Interdictor Cruisers, so I suppose it's only a matter of time until FFG release one.

It'll almost certainly work via upgrade cards, either titles or by introducing a new Gravity Well Projector upgrade icon (which could then be reused for the CC-7700). I very much doubt FFG will make special-case rules just for one ship, though they did precisely that with the Phantom in That Other Game.

There's a ton of things an Interdictor could do: mess with setup, mess with movement, mess with missiles... the ability most often suggested by people (this subject comes up regularly here, over on the BFF forums, on reddit...) is to extend the game to 7 turns. While it's cool and thematic, it's also fairly incompatible with tournament limitations and so highly unlikely to be implemented by FFG. I did make a card based on this concept (Rythbryt's post above contains the links - thanks!), but just like all the other ones it's based on how I like my abilities: powerful, but hard/expensive to use. So far, FFG's upgrades have mostly avoided this philosophy, with the exception of TRC and Slaved Turrets which are unsurprisingly my favorite cards in Armada.

Edited by DiabloAzul

I really like the idea of squadron immobilization. Would be a good counter to the "Rogue" keyword being introduced in wave 2. Also thanks, I had forgotten about the CC series ships, however after looking them up, wouldn't it be the CC7700, since the stuff im reading says the 9600 does not mount the grav wells?

Also thanks, I had forgotten about the CC series ships, however after looking them up, wouldn't it be the CC7700, since the stuff im reading says the 9600 does not mount the grav wells?

Oh yeah. Oops. Edited above.

Upgrade to prevent ramming.

In one of the xwing books, I think it was the solo command books, an interdictor used its grav wells to keep a ship from ramming it. That could be an interesting thing to have for armada.

Edited by kami689

They could come with a table wide, can drop you to speed 0, tractor.

Plus a slot for a normal tractor.

Given that the field generator of an Interdictor cruiser *also* served to screw up missile guidance systems, I'd love to see a title or ability that affects incoming black dice to nearby ships.

Any attack on a friendly ship at distance 1-5 loses one black die, or evades are allowed at close range but can only affect black dice.

The latest Tarkin novel canonized Interdictor Cruisers, so I suppose it's only a matter of time until FFG release one.

It'll almost certainly work via upgrade cards, either titles or by introducing a new Gravity Well Projector upgrade icon (which could then be reused for the CC-7700). I very much doubt FFG will make special-case rules just for one ship, though they did precisely that with the Phantom in That Other Game.

There's a ton of things an Interdictor could do: mess with setup, mess with movement, mess with missiles... the ability most often suggested by people (this subject comes up regularly here, over on the BFF forums, on reddit...) is to extend the game to 7 turns. While it's cool and thematic, it's also fairly incompatible with tournament limitations and so highly unlikely to be implemented by FFG. I did make a card based on this concept (Rythbryt's post above contains the links - thanks!), but just like all the other ones it's based on how I like my abilities: powerful, but hard/expensive to use. So far, FFG's upgrades have mostly avoided this philosophy, with the exception of TRC and Slaved Turrets which are unsurprisingly my favorite cards in Armada.

Btw, your customization work is great! But I seem to remember you also had Tie Defenders? Maybe Not

As for the CCs, in Rebellion game at least I think both served as interdictors.

first capital ship to have scatter defensive token.

first capital ship to have scatter defensive token.

That would be damned intresting.

Given that the field generator of an Interdictor cruiser *also* served to screw up missile guidance systems, I'd love to see a title or ability that affects incoming black dice to nearby ships.

Any attack on a friendly ship at distance 1-5 loses one black die, or evades are allowed at close range but can only affect black dice.

This is not the Star Destroyer you are looking for.

Given that the field generator of an Interdictor cruiser *also* served to screw up missile guidance systems, I'd love to see a title or ability that affects incoming black dice to nearby ships.

Any attack on a friendly ship at distance 1-5 loses one black die, or evades are allowed at close range but can only affect black dice.

This is not the Star Destroyer you are looking for.

The Immobilizer 418 cruiser?

Those are like, the ONLY two things it does other than generally suck at combat.

1.) Stop Hyperspace jumps

2.) Interfere with missile/torpedo guidance systems

They were also only armed with quad laser turrets AFAIK, which could be interesting. A ship that sucks at ship-to-ship combat, but has counter and a high AS battery in addition to ship-hindering abilities.

There's yet another Interdictor out there that IS a Star Destroyer, but that's just because it is basically an ISD with half the weaponry stripped out and gravity well generators installed in their place.

Being able to plop down gravity wells could be fun, like dropping a temporary obstacle, like so:

tumblr_inline_nwi1gv33J21sq4sib_540.jpg

Edited by Tvayumat

Preventing ships from exiting hyperspace within range 5 of it would be interesting.

Maybe it could block crits on black dice at range 1-5. Or force rerolls of any / all black dice at a similar range, when shooting at your ships.

If it has limited weapons, it better have amazing special abilities.

Should definitely have a slot for projection experts as well. Maybe a title that lets friendly ships use your defence tokens.

Preventing ships from exiting hyperspace within range 5 of it would be interesting.

Interesting, but A) very, very circumstancial, and B) UTTERLY inapropriate for theam. The Interdictor FORCED ships to drop out of hyperspace.

I think if you don't want to change the way the game plays, the best thing would be multiples of upgrade slots (like the two defensive upgrades on the MC80) and ship specific titles. And make it relatively weak vs other similar sized ships. Perhaps a beefier Raider with more utility.

Ultimately it doesn't have to be overpowered or broken. It just has to provide a different playstyle for people if they want. Weak ship that provides excellent buffs. I look at the possibilities as how the Neb B is so different than the other Rebel ships.