https://www.fantasyflightgames.com/en/news/2018/8/3/executor-arrives/
Edited by RealadmiralsdoitinspaceOK... it's up
And it’s big.
Oh wait, are we talking about different things?
I'm told the size is "unparalleled"...
Nice. You get a Strategic Adviser and Raymus Antilles included as standard in the Huge ship rules.
220 points is easy to include in a standard fleet.
Check out that desolate Yaw value. Calling Moff Jerjerrod and a Nav Command. Alas no Nav Team too as that would be getting silly.
Only 4 engineering is surprising.
No slot for Engine Techs ...... phew.
No defensive slot so bye-bye ECM . Perhaps the more expensive versions to come will allow it.
QBTs could get you 3 extra blue against fast MSU swarms.
Emperor Palpataine is like a wide area broadcast
Intel Officer
, and cheaper than Tarkin
That's more than I was expecting for just 220 points...
Edited by Realadmiralsdoitinspace(Making the SSD even more OP than it already is)
1 minute ago, Realadmiralsdoitinspace said:That's more than I was expecting for just 22 points...
your 0 key is broken.
I actually like the desolate yaw chart - means that you need a dial to change yaw, which makes total sense. Way better than the idea that it doesn't turn at all which has been floated around.
Edited by FoaSECM doesn't matter as much when you have redundant tokens for each defense token.
Also Tua is a thing, and with 3 officers it's not a huge contest. Tua, Bruson + 1 other..... Wolf to keep tokens, Intel, so many possibilities
10 minutes ago, Crewgar said:Also Tua is a thing, and with 3 officers it's not a huge contest. Tua, Bruson + 1 other..... Wolf to keep tokens, Intel, so many possibilities
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Yeah and with 3 officer slots, Tua fits very nicely.
Now..... reinforced blast doors, ECM, Advanced Projectors, decisions decisions.....
Why ECM when all of your defense tokens are redundant?
2 minutes ago, RobertK said:Why ECM when all of your defense tokens are redundant?
The ability for the enemy to roll 2 accs?
Or take an upgrade that grants a secondvehen you roll a red one? ?
With six Hull Zones I think AP looks good. Unlikely that all the enemy fleet will be armed with XI7s.
Edited by Mad Cat
Are you talking about the article or something else?
2 minutes ago, Drasnighta said:The ability for the enemy to roll 2 accs?
Or take an upgrade that grants a secondvehen you roll a red one? ?
Between 2 braces, 2 redirects, more shields than you can shake a stick at, and 22 hp
I think you'll be fine even if your opponent rolls 2 accs.
11 minutes ago, Eggzavier said:Between 2 braces, 2 redirects, more shields than you can shake a stick at, and 22 hp
I think you'll be fine even if your opponent rolls 2 accs.
It’s just about as hard to kill as 2 ISDs.
peopke do that all the time.
.. I don’t
but people assure me they do.
Except, unlike 2 ISDs, when you put 11 Hull damage on this, the damage output stays exactly the same.
Edited by ManInTheBox