The Interdictor cruiser was designed a major part of the Empire's response to the elusive Rebel threat. Its gravity-well projectors are capable of wrenching enemy ships out from hyperspace, and its deployment along one of the galaxy’s hyperspace lanes can spell doom for unsuspecting Rebel captains.
The Interdictor Expansion Pack introduces the Interdictor miniature as a medium-base Imperial ship, as well as two ship cards, and fourteen upgrades, including the new Experimental Retrofit upgrades, gravity well projectors and grav shift reroutes.
Veiled in secrecy and designed as more than a weapons platform, the Imperial Interdictor was equipped with an experimental gravity well to rip Rebel ships out of hyperspace. This made it a dangerous tool for the Empire, and the ship's gravity-based technologies are represented in Armada by its new Experimental Retrofit upgrade slots.
Naturally, you can find these upgrade slots featured on both the Interdictor Suppression Refit and the Interdictor Combat Refit.
The ship's different configurations force you to decide whether you want your Interdictor to play more of a straight-up combat role or to make greater use of its Experimental Retrofit upgrades to control the battlefield and manipulate your opponent's ships. Both are valid choices, but as with all things Wave III and Wave IV, they require some thought as to how best integrate your decisions into the whole of your fleet and its strategy.
As a medium-base capital ship, the Interdictor Combat Refit would appear, at first, to play a similar role in your fleet as a Victory-class Star Destroyer. Both have roughly the same hull values and fleet-point costs, although the Interdictor Combat Refit goes slightly above the Victory in both regards, featuring nine hull to the Victory's eight, and weighing in at ninety-three fleet points, compared to the eighty-five fleet points of the pricier Victory II-class Star Destroyer.
What you get for those extra fleet points, then, is a starship that is a bit more well-rounded. It lacks the big six-die attack from its forward hull zone that the Victory can boast, but it can fire four dice each from three of its four hull zones. This means that if you can line up your shots on the diagonal, you can bring eight dice against a single enemy ship—nearly as many as the nine the Victory can fire when it lines up shots from both its forward hull zone and either its left or right hull zones.
As good as its ship, ship cards, and Experimental Retrofit upgrades are, the Interdictor Expansion Pack offers you plenty more ways to reconfigure your Imperial fleet. Among its fourteen upgrades, there are eleven that are brand-new to the game.
Finally, the Interdictor Expansion Pack gives you access to a new ion cannon, the MS-1 Ion Cannons, which exhaust one of the defender's upgrade cards whenever you roll a critical hit on your blue attack dice. Given the number of blue dice on your Interdictor—much less the number of blue dice you can fire from your Dominator —the MS-1 Ion Cannons are bound to make their presence felt in numerous skirmishes across the galaxy.
With all that it brings to the table—and not just for the Empire—the Interdictor Expansion Pack goes a long way toward truly playing the admiral's game… You do not go to battle without a plan. You devise your strategy. You assemble your fleet. You issue your commands. And then—and only then—you rip your opponent's ships out of hyperspace.
This is not a complete game experience. A copy of the Star Wars: Armada Core Set is required to play.