Sato with MC30 Scouts

By Ardaedhel, in Star Wars: Armada

Good. God.

Proc APT's/ACM's at range.

Stripped some defense tokens already? Five blacks at close!

Fishing for that acc? Throw the reds, then swap them for blues if you got no acc. Then throw in a CF for another blue if you still didn't get it.

The possibilities...

I think Tycho just found his new primary job.

Yep, Sato's going to be CRAZY...

He's adding so much firepower to EVERYTHING Rebels, just by saying, "Eh, make 'em blacks."

... Assault Frigates with Veteran Gunners can also Reroll those blacks if you mess 'em up, too.

Can you use Sato's ability after you already roll? If so, he's my new favorite!!!

Sato's ability is crazy and fits in perfectly with rebel shenanigans. I'm very excited about the direction of the game if they keep coming up with cool ideas like this and the imp admiral

I'm so excited for that man.

ANY kind of dice manipulation automatically makes him a top-tier commander; especially when it's fleet wide.

Can you use Sato's ability after you already roll? If so, he's my new favorite!!!

Well, presumably you're using his ability in the add/modify dice stage, so yes...

I read it too. With sensor teams obviously so enhanced armanent scouts.....

Can you use Sato's ability after you already roll? If so, he's my new favorite!!!

That is exactly it.

Roll all of your Dice. This may mean only rolling Red dice, because you're at Long range.

You now have an attack Pool.

You may remove Red Dice and replace them with Blacks, rolling them.

So good. So many times MC30s JUST can't do enough damage to get that one more hull point off, and are just outside of black range. Then in comes this dude.

Don't forget to bring Solo so he can tag a ship at the start of the round!

That's true. Honestly, though, due to squadrons staying pretty close to carriers, this is pretty easy to accomplish just in the flow of a normal game. Makes you think about where you want to make your squadrons engage.

Oh my gods. YES.

Which builders are updated for new upgrades?

Edited by Blail Blerg

What about a Liberty kitted out like this:

MC80 Star Cruiser (96 points)
- Gunnery Team ( 7 points)
- Quad Turbolaser Cannons ( 10 points)
- H9 Turbolasers ( 8 points)
- SW 7 Ion Batteries ( 5 points)
= 126 total ship cost

Roll your dice, hope one of your reds hit. If it does, switch it to an accuracy and add another from QTC, then re-roll the other two reds as blues if they were misses to give you guaranteed 6 damage with 2 Accuracies. Could hit 8 damage and 2 on a good roll. But having the ability to 2 shot an ISD and one shot most everything else.... APT's at long rage are insane, but this is the Cato-Potato (if the MC80 Home One is the Pickle, was trying to think of a different vegetable this one could be, maybe it works?) All for only 6pts more than a naked ISD, plus the commander.

Silly MC30, you have nothing on ... a lucky rolling Salvation!!!

Attack at long range from your front, with a Concentrate Fire command, with TRCs:

  • Roll 3 red dice
  • Spend Evade token to change 1 red blank/accuracy die to 2 hits
  • Replace up to 2 red non-crit dice with black dice
  • Roll 2 black dice, rolling 2 crit+hit
  • Add a black die with Concentrate fire command
  • Roll the 3rd black dice, rolling a crit+hit

Damage total: 11

2 from the red double hit, 3 from each black die due to Salvation adding a damage for every crit symbol.

Reliable 11 damage? No, ~1.6% chance of all 3 blacks coming up crit+hit, but still crazy.

I think the average damage is: 6.25

Silly MC30, you have nothing on ... a lucky rolling Salvation!!!

Attack at long range from your front, with a Concentrate Fire command, with TRCs:

  • Roll 3 red dice
  • Spend Evade token to change 1 red blank/accuracy die to 2 hits
  • Replace up to 2 red non-crit dice with black dice
  • Roll 2 black dice, rolling 2 crit+hit
  • Add a black die with Concentrate fire command
  • Roll the 3rd black dice, rolling a crit+hit
Damage total: 11

2 from the red double hit, 3 from each black die due to Salvation adding a damage for every crit symbol.

Reliable 11 damage? No, ~1.6% chance of all 3 blacks coming up crit+hit, but still crazy.

I think the average damage is: 6.25

Let's roll 3 red, then 2 black for any blanks, and Dual Turbolasers for any blank blacks you can't reroll. . . Mwuhahahaha

I want to throw my idea in there that this makes the MC80 Defiance with CF rather crazy.

Captain Needa just got promoted to Captain Autoinclude.

I want to throw my idea in there that this makes the MC80 Defiance with CF rather crazy.

Sato allows for Leading shot shenanigans!

I want to throw my idea in there that this makes the MC80 Defiance with CF rather crazy.

Nope. That ship is too **** expensive for this....

Sato finally makes Hans ability very useful. No squadrons close to your 1st target to trigger Sato? Han's got it covered.

Sato finally makes Hans ability very useful. No squadrons close to your 1st target to trigger Sato? Han's got it covered.

Han was already plenty useful, many times I thought my ship with 1-2 hps was safe, as I was player 1 and it would move out of range, or even worse kill the last ship and end the game, and that weasel just goes nope, "I'm going first." and kills it.

Never mind his potential being activated 4 times before anyone else can do a **** thing about it.

Sato finally makes Hans ability very useful. No squadrons close to your 1st target to trigger Sato? Han's got it covered.

Han was already plenty useful, many times I thought my ship with 1-2 hps was safe, as I was player 1 and it would move out of range, or even worse kill the last ship and end the game, and that weasel just goes nope, "I'm going first." and kills it.

Never mind his potential being activated 4 times before anyone else can do a **** thing about it.

More now because you can still push an Activated squadron with Fighter Coordination Team

Sato finally makes Hans ability very useful. No squadrons close to your 1st target to trigger Sato? Han's got it covered.

Han was already plenty useful, many times I thought my ship with 1-2 hps was safe, as I was player 1 and it would move out of range, or even worse kill the last ship and end the game, and that weasel just goes nope, "I'm going first." and kills it.

Never mind his potential being activated 4 times before anyone else can do a **** thing about it.

Dude is always in the right spot at the right time. Well except for cloud city.

I want to throw my idea in there that this makes the MC80 Defiance with CF rather crazy.

Nope. That ship is too **** expensive for this....

Maybe, but the idea of throwing 4 reds (Assault), Defiance for black, CF for another black, then replace 2 reds with 2 blacks is just outrageous. That's 4 black dice and 2 reds from long range.

Can you use Sato's ability after you already roll? If so, he's my new favorite!!!

That is exactly it.

Roll all of your Dice. This may mean only rolling Red dice, because you're at Long range.

You now have an attack Pool.

You may remove Red Dice and replace them with Blacks, rolling them.

HOLY. So I can roll5 red dice, blank them all (typical!), and then throw 5 blacks????? WHAT.

Or even roll some reds, save 2 accuracies, reroll the rest as blacks?? Crazy