It then maneuvers at speed 3, hops the group, and uses its Demolisher attack to flak the squadrons currently behind it once more. This gives it an overall boost in versatility while lessening its broadside punch just a little for only 6 points. Go on ahead and move and attack someone else! Given medium range isn't much longer than close range, this approach usually results in disappointment as enemy ships don't have a tough time getting to long range or out of any range whatsoever while Insidious ineffectually tries to catch up to them, only to be disappointed most of the time. The Gladiator-I already does great at what the Gladiator chassis wants to do - it wants to run in and make ships miserable and it hasn't spent any points trying to do anything but that. It loves to get up close and personal and cascade a torrent of damage onto your enemies. For example: In this example, Demolisher activates and uses its first attack to shoot flak at the 3 and in its front arc.
As I said earlier, it won't be the kind of thing you consistently get use from but if you're using a second Gladiator it's worth giving some consideration to. Good for use on a flanker, to give yourself some extra room in case your poor turn radius makes you overshoot your target a bit. The Demolisher should either have a Navigate token saved up or a Navigate dial ready to reveal. The hangar had enough room for several starfighters to enter or exit at the same time. Gunnery Team works well with the Demolisher Title, letting you fire, move, and fire again at a now much closer target.
The Star Destroyer class was characterized by its extensive hangar area, with an opening in the bow of the vessel, that split the forward superstructure in two, similar to the Broadside-class. Then move and shoot with the Demolisher and pummel the now helpless target with black dice. The Ordnance Experts not only help you get more consistent damage from your black dice by rerolling those vexing blank sides, they can also increase your odds of getting a hit+crit result for triggering any crit-dependent upgrades. Given it's only 3 points, that seems reasonable. It's Engineering value of 3 means that it can repair hull with a single dial, or repair multiple shields with a dial and token. The Gladiator is a marvel of black-dice aggro that's been converting healthy ships into space debris and spinning crewman corpses since wave one and continues its reign of terror to this day. Not the easiest thing to achieve, but certainly not out of the question for an appropriately upgraded Gladiator see combos below.
Considerations for Demolisher officers In general, Intel Officer is never a bad choice, as it synergizes with Demolisher's one attack it's likely to get most turns and sets up the triple-tap pretty effectively. The title also makes using the Demolisher as second player substantially easier. It even comes with 2 forward facing red dice augmented with 2 more black dice for chipping away at enemies while on approach. Just keep in mind like with any plan involving two separate elements working together you should do your best to get your combination working but you need to be prepared for what happens if it doesn't. Past that, I'd consider as he gives Demolisher obstruction when it's going speed 3 which it often is when it's making an attack run or Minister Tua if you wanted to equip a defensive retrofit I'd recommend Electronic Countermeasures or Reinforced Blast Doors.
Sure, black dice are awesome, but only when you actually get to roll with them. It was a smaller ship that used torpedoes and I just thought it looked neat and there wasn't one on the workshop yet. Getting all of a group twice like this is rather tricky and so don't expect miracles - at medium range, being able to get even a few squadrons more than once in one activation can add up. Set up in this way, even if the Assault Frigate activates before your Gladiator, it won't be able to move past you and will overlap the Gladiator, keeping it stuck in place for a double-arc attack. It's just straight-up better and I cannot recommend using it enough and I already have, above! Technical Data The Gladiator-class was a small Star Destroyer that shared its basic keel design with the Broadside class cruiser kdb-1. When the Rebel Alliance began to field heavier naval elements, smaller Imperial ships like the Gladiator class were outmatched. It comes with 1 token each for Evade, Brace, and Redirect, giving it a defensive mechanic for just about any situation.
This design is dead anyway, most of the mods are outdated. The class had two main thrusters and no visible secondary thrusters. The final design was not finished until after the end of the Clone Wars, and with the Victory-class being abandoned as a main warship by the Galactic Empire, the specs were handed over to Kuat Drive Yards. The total number of guns installed was 25 light turbolasers, 10 point defense laser cannons, 10 medium concussion missile launchers and 6 tractor beam projectors grouped in 5 turbolaser batteries, 2 laser batteries, 2 missile batteries and 3 tractor beam batteries. The Gladiator was intended to act as an escort vessel for the Victory Class- Star Destroyer back in the Clone Wars for the Republic, but the Clone Wars ended before Randii could get the ship off the production line, and the ships fell into Empire's hands. You know all that navigating Gladiators like to do with Engine Techs? It can be extraordinarily difficult to predict exactly where an Ozzel-led Gladiator is going to strike and the flexibility of maneuvering is absolutely great.
For a ship low on shields, that may be a final blow in and of itself. This is especially good on the Gladiator because its speed-1 maneuver has 2 clicks, resulting in a potential 4 or 5-click turn. General Tagge can help you with this by bringing back one defense token on turn 3 and turn 5, which can help extend a Gladiator's life for one more turn or perhaps even two. Admiral Chiraneau 10 points works if you are going with a carrier build, allowing you to disengage ships or Mauler Mithil crash a ton of damage every turn. Insidious can also be useful for getting in an extra attack you normally couldn't have on the turn after attacking a ship while the Gladiator is turning around to keep chasing after enemy ships.
The hangar had enough room for several starfighters to enter or exit at the same time. Max speed attained in 25ish sec. Perhaps you have an enemy double-arced and you get lucky and destroy it with only one attack when you thought it may have required two. Intel Officer lets you take advantage of your lack of accuracy, by forcing the opponent to make a decision before spending their best defensive token. A ventral protrusion on the hull appeared to cover the ship's main reactor, but was also the location of several cannons. For example: In the setup above, Demolisher has landed a solid punch on the Admonition but it's still ticking, if worse for wear. Maneuver well and you will get to lay down some serious pain and you can dodge out of the worst enemy attacks that would come your way.
Director Isard lets you look at the command dials for an opponent. A ventral protrusion on the hull appeared to cover the ship's main reactor, but was also the location of several cannons. Against any Gladiator other than Insidious, the speed 3 move would lead to safety, at least temporarily. Insidious is a title that is occasionally but not consistently useful. So be a little careful here. A ship of this class was used by Imperial Admiral Terrinald Screed during his mission to the Roon system.