+++ Carrier Destroyer (395pts) +++
++ Imperial Navy (Standard) (395pts) ++
+ Gladiator Star Destroyer (77pts) +
Gladiator I-Class Star Destroyer (77pts) [Assault Concussion Missiles (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]
Profiles:
Gladiator I-Class Star Destroyer: Hull:5|Anti-Squadron Value:1 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:4 Black|Right Firing Arc:4 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
Demolisher: Ship Title Abilities:During your activation, you can perform 1 of your attacks after you execute a maneuver.
Ordnance Experts: Weapons Team Ability:While attacking, you may reroll any number of your black dice.
Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.
+ Imperial Star Destroyer (150pts) +
Imperial I-Class Star Destroyer (150pts) [Expanded Hangar Bay (5pts), Gunnery Team (7pts), •Admiral Screed (26pts), •Captain Needa (2pts)]
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.
Captain Needa: Officer Ability:At the start of the first round, you may replace 1 of your defense tokens with an Evade defense token.
Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.
Expanded Hangar Bay: Offensive Retrofit Ability:Your squadron value is increased by 1
+ Victory Star Destroyer (87pts) +
Victory I-Class Star Destroyer (87pts) [Assault Concussion Missiles (7pts), Gunnery Team (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
Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.
Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.
+ Squadrons (81pts) +
TIE Advanced Squadron (12pts)
Rules: Escort
Profiles:
TIE Advanced Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black
TIE Bomber Squadron (9pts)
Rules: Bomber, Heavy
Profiles:
TIE Bomber Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Black|Anti-Ship Value:1 Black
TIE Fighter Squadron (8pts)
Rules: Swarm
Profiles:
TIE Fighter Squadron: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue
•"Mauler" Mithel (15pts)
Rules: Swarm
Profiles:
"Mauler" Mithel: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue
"Mauler" Mithel: Squadron Ability:After you move, each squadron engaged with you suffers 1 damage.|Defense Tokens:Brace, Scatter
•Darth Vader (21pts)
Rules: Escort
Profiles:
Darth Vader: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue, 1 Black|Anti-Ship Value:1 Black
Darth Vader: Squadron Ability:While attacking, each of your black critical icons adds 1 damage to the damage total. |Defense Tokens:Brace, Brace
•Major Rhymer (16pts)
Rules: Bomber, Heavy
Profiles:
Major Rhymer: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Blue, 1 Black|Anti-Ship Value:1 Black
Major Rhymer: Squadron Ability:Friendly squadrons at distance 1 can attack enemy ships at close - medium range using all dice in their battery armament.|Defense Tokens:Brace, Brace
+ Objectives +
Assault Objective [Most Wanted]
Profiles:
Most Wanted: Setup:After deploying fleets, the second player chooses 1 of his ships and 1 of the first player's ships to be objective ships.|Special Rule:While attacking an objective ship, the attacker may add 1 die of any color that is already in its attack pool to its attack pool.|End of Game:The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.|Victory Token Value:
Defense Objective [Hyperspace Assault]
Profiles:
Hyperspace Assault: Setup:Before deploying fleets, the second player sets aside 1 of his small or medium ships and up to 3 of his squadrons; he does not deploy them during setup. Then he places 3 objective tokens in the play area beyond distance 3 of both players' starting edges.|Special Rule:At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of 1 objective token. Then remove all objective tokens. the ship can be deployed overlapping squadrons; the first player places those squadrons as though the ship had overlapped them while executing a maneuver. If the second player does not deploy, he may move each objective token to within distance 1 of its current position.|End of Round:|Victory Token Value:
Navigation Objective [Minefields]
Profiles:
Minefields: Setup:The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle and beyond distance 1 of all other objective tokens.|Special Rule:If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each Hit or Critical icon rolled. If there is at least 1 Critical icon, deal the first damage card faceup.|End of Game:|Victory Token Value:
++ 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.
Escort: Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack.
Heavy: You do not prevent engaged squadrons from attacking ships or moving.
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.
This was made with Battlecribe so sorry for the clutter. I have seen a few lists and wanted some opinions on it.