Pelta's on a half shell
Pelta POWER!
Next up in the 'what we know/preview' is the ubiquitous Pelta. I'm leaving the flagships of each until a bit later, but I am excited for the Pelta. (added later...Or I'll just get busy with work and have this halfway written up and then finally finish it up several weeks later). I love the Rebel modified Pelta and I am sure this slightly stripped down Republic Pelta will be a staple in my GAR fleets in the future.
Below is the consolidated 'what-we-know' and again, it's essentially everything related to the ship stats except for the squadron value of the Pelta Transport Frigate. Let's start off with our dive into what is common between the two ships. Then we'll dive into speculative builds and where they might fit in a fleet.
General Overview
Atomic Mass on their initial Star Wars stream on 3 February revealed the entirety of the Pelta Medical Frigate and from the Asmodee Preorder page we have the splash for the Transport Frigate upgrade slots. the Pelta is the second Republic small ship and has many of the same stats as it's Rebel counterpart.
Survivability
Both GAR Pelta's have the same defense token suite as the Rebel version. An Evade, Brace, and Redirect makes this ship far tankier than it's diminutive size would suggest. It also has a 3 front/2 side/1 Rear shield with 5 hull. Therefore, in order to one shot a Pelta you need to either roll 2 accuracies and 8 damage, or 1 accuracy and 10 damage. No accuracies means you need a massive 20 damage. And all of these numbers do not include any effect of the evade on getting those doubles rerolled. AKA this ship will be sticking around just a little longer than you feel a small base should. This is great as it can keep contributing to the fight and demand the enemy send a couple more attacks it's way to finish it off, all for not that much of a payout.
Navigation
Command & Engineering
Nothing different from the Rebel version here either. Command 2 gives you the ability to stash tokens (for those fleet support roles) and Engineering 4 is another factor that can keep the ship in the fight longer than it should. The ability to restore 2 shields or remove a damage card and shift a shield means this ship will again...stick around. Notice a trend yet.
Firing Arc Setup
Same here as the Rebel Frigate. Pretty wide front arc for your 'main' battery and side arcs that aren't too hard to get a double arc. There's not a lot of dice to them, but they exist and will trickel some damage past defense tokens. I mean who wants to spend your only redirect or brace to move/stop 2 damage when you're staring down the guns of a Venator and squad ball...
Upgrade bar
Transport Frigate
The 'cheap' Pelta |
45 points will get you a lot of ship for the Republic though not that many dice. 2 Red and 1 Black die out the front with 1 Red and 1 Black out the side. So it's lost a front die to its rebel friend. And the rear arc is the same 2 Red. From the arc preview picture we can see that the flak is 1 Blue, 1 Black. So it has a bit of range to help suppress those droid fighters and support the squadron furball.
It's upgrade bar has an Officer, Support Team, Fleet support, and Defensive Retrofit. We currently do not know the Pelta Transport's squadron value but I can't imagine it will be anything higher than 2, but if I was a betting man it's going to be 1.
I think this ship will pair marvelously with a Venator and a fleet command slot. Put Intensify Firepower as your fleet command and this thing with no upgrades could supply a decent amount of SUPPLEMENTAL firepower for the rest of your fleet. You can have several Peltas making minor attacks that either stress defense tokens or just pile damage onto a ship. Also the blue & black flak dice can put out some hurt on bombers as they close.
This is all speculation and most likely there will be new Fleet Support Cards (whatever the mercy mission one is) and titles that offer other means to focus or define a Pelta's role in the GAR fleet.
The only dice fixing you need if you're not looking for crits...for me anyway |
Possible builds
IF buddy
Munitions Resupply (3) + Reactive Gunnery (4) = 52 pts
More expensive IF buddy
Munitions Resupply (3), Reactive Gunnery (4), Aux Shield Teams (3), Clone Nav Ofcr (4)= 59 pts
Another 7 points gets you the deluxe IF tagalong buddy. Aux Shield Team lets his side arcs get even more use of the redirect or just assist in staying alive and Clone Nav officer helps spread even more token love around. Pass out some Nav tokens as well as Con Fire, or just double down and get a Con Fire Dial for 3 red dice, pass a Con Fire token to your Venator flagship to run IF! from Munitions Resupply AND pass another Con Fire token to a different ship to help power the Venator's Clone Gunners. Lots of flexibility here in a pretty small price package.
I don't want my BCC to die
Pelta Transport Frigate (45)
Bomber Command Center (8), ECM (7...EWS is an option also), Aux Shield Teams (3)=63 pts
I don't know how much I'd run this version but if you really need Bomber Command Center to get consistent bomber damage then this version will ensure that the enemy is really going to have to focus on killing this Pelta. The current Radiant VII can get destroyed pretty easily and then (whomp whomp) no more bomber rerolls. Here, ECM means you can always brace and aux shield teams again helps it stick around. Expert Shield Tech and Obi-Wan could make this ship an absolute nightmare to kill for 67 points but I imagine they'll just shoot something else then.
Projection Expert Friend
Pelta Transport Frigate (45)
Parts Resupply (3), Projection Experts (6)=54 pts
Here is a friend who can still provide some limited fire support but can really help larger ships stick around. Parts resupply can help other ships repair and lets the Pelta keep full shields while still moving 2 shields to a friend. Pair this with Implacable and your enemy is going to have a hard time getting damage to stick to the ship it wants, unless it wants to focus on a 54 pt Pelta?