There’s one little tiny ship in the Imperial roster that you could miss if you blinked. It’s cute, it’s fast, it’s adorable and it’s deadly. It is the Raider-class corvette, and I love it.
In the tournament games I played, the Raider did one of two things: very little, or win the game. When I was going up against other Imperial lists, the Raider was just too fragile to engage properly – and sadly, in those games, there were few objectives for the Raider to chase. But against Rebel fleets, the Raider‘s ability to cross the battlezone in two turns and then park itself in front of a big line of ships is invaluable.
The Raider is able to slam into the front of a big heavy Mon Calamari Assault Cruiser and stop the enemy beast in its tracks, pinning it in place for my heavy hitters to follow up. This will also precede a collision, which is one automatic damage card on a large enemy ship that has too few hull points already.
The Raider will survive a shot from the forward arc of any Rebel vessel, meaning next turn, you ought to be able to ram with it again – except this time, since it’s already in position, it can fire before it does so. The Raider has a potent frontal arc – the cheaper version, the Raider-I, has two black dice and two blue dice facing forwards. That’s roughly equivalent to the frontal arc of a Gladiator at close range, and, with a “Concentrate Fire” command, the Raider can unleash a volley as powerful as the broadside of a Rebel MC30C Torpedo Frigate. That’s pretty scary – especially with Ordnance Experts, which allow you to re-roll any black dice.
In fact, as I look back at my previous games, I actually regret not upgrading my Raider with Assault Concussion Missiles – with some clever positioning, I could unleash a more-or-less guaranteed splash damage effect from both the front and the side arc – that’s two points of shields dropped automatically from the broadsides of the unfortunate Rebel ship, plenty of softening up for my Heavy Turbolaser Turret-equipped Imperial-class Star Destroyer.
Another key benefit to the Raider is it’s manoeuvrability. At high speeds, with a “Navigate” command, it can turn ninety degrees. If it were escorting a larger, slower ship, then at Speed 2 it can also turn ninety degrees in a single manoeuvre, even without a “Navigate” command. That’s the type of flying you normally see in a game of X-Wing.
The Raider is built as a natural Anti-Air platform, the only ship with two black anti-squadron dice in either faction. This is a brutal deterrent to enemy fighters – with Ordnance Experts, it can reliably put two points of damage on every enemy squadron in range. Sadly, I didn’t get to try out these abilities too much during the games I played, as I faced few fighter-heavy fleets, but I intend to test the Raider‘s anti-squadron potential in future games as best I can.
The final use of the Raider that interests me is surprisingly not it’s capacity as an Overload Pulse delivery vehicle, but rather as an Objective-focused ship. If you’re playing “Most Wanted” or “Advanced Gunnery”, the Raider will concede hardly any benefit to your opponent upon its destruction due to its low cost. When the Objective is based around positioning, the Raider has the speed and turning circle to hoover up tokens or seek out rear fire-arcs, running rings around bigger, slower ships.
The key failing of the Raider is its survivability. With only a Brace and two Evades, at close range this vessel will not take much of a pounding, so avoiding those primary arcs is key. And with an Engineering value of only 2, you won’t be recovering much hull any time soon, especially given its limited Command Token capacity. Even at long range, dedicated fire can put a major dent in a Raider, and it has no defensive retrofit options – if your Brace token gets knocked out by an Accuracy result, your options are nil.
That being said, the ship is 44 points – or 48 for the more expensive version, if that’s how you choose to live your life. For the benefit of an extra activation, a credible counter to swarms of squadrons and the ability to completely neuter Rebel gun lines, that’s a great deal. Plus, it’s not too painful when you inevitably lose the poor little ship – it can do its job, and then nobly sacrifice itself for the sake of Order across the Galaxy.