
The Armed Cruiser with the same fit, dial, and angle can throw ❸❺ and moves faster. The standard rebel suicide Hammerhead can throw ❶ ❶❺.
The Armed plays more like the Hammerhead, wanting to get in close and unload some black dice with external racks.
Armed Crusier: The cheaper variant, equipped with defensive and ordinance upgrades. Unlike the Raider, both versions have a support team slot allowing them to use engine techs to go fake speed 5, and with the 5th leg having 2 clicks of yaw. Its variants approximate the CR90 and Hammerhead in their roles, with a maneuver chart more like the Imperial Raider. The Consular is basically two very different ships sharing a single mini. They also have access to the SPHA-T upgrade, which gives the Venator a steerable ignition attack with 6 dice to their normal side arc of 4. They don't have rogues, but they do have hyperspace rings which allow squadrons to be placed much further up field. The Republic also has a few unique tricks. But with their high squadron values and squadron friendly titles and officers they'd rather be commanding fighters. They need to get close to get use out of their black dice and boarding party friendly builds. Thus the Grand Army likes the Protoss deathball style of play, as a big concentrated fist of doom punching its way straight through the enemy. If the republic forms voltron they can become a dangerous anti-everything blob. Through various methods republic squadrons can gain snipe, assault, counter, swarm (and make it work against ships), free readied defense tokens, auto-obstruction, and even free anti-ship accuracies.
Their ace abilities are more like those of the empire, focused around swarming and cooperative boosting. Republic fighters make the tradeoff of being tough like the rebels with slightly worse anti-squad dice (but good anti-ship dice). They can't expect to take on an ISD or a Starhawk alone.īut they won't have to, because the Republic's squadron game plays a bit more like the rebellion. The Republic's two heavy hitters, the Acclamator and Venator, stand around the Victory in terms of power and durability. The Grand Army likes to get in close and bust face. Half the Republic's ship cards have both turbolasers AND ordinance slots, and three of those can use boarding teams as well and not a single one of their ships has ion cannons. The Republic is the straightforward and tough team. I love democracy." – Chancellor Palpatine Why Play the Republic