Armada Reborn: The Immobilizer 418 (and Friends)

Armada Reborn: The Immobilizer 418 (and Friends)

Part 2 of the Star Wars: Armada Reborn series.

Today we’ve got a bit of a doozy – we’ll start talking about the other winner of the Onil Creations first painting contest and their ship. The ship that they chose was the Vindicator-class Heavy Cruiser. This one is going to need a bit of explanation.

First and foremost, if they submitted the Vindicator, why are we covering the Immobilizer 418 Cruiser? For that, we have to get into the nerd lore again.

Within Star Wars (Legends) lore, the Vindicator-class and the Immobilizer 418 cruisers shared the same basic frame. This is similar to how the Imperial-class Star Destroyer shared the same frame with the Interdictor-class Star Destroyer. This second fact isn’t reflected in Star Wars: Armada, as the Interdictor in the game is a medium-based ship vs. the large-based ship ISD. It’s also severely under-gunned for what it is, but we can forgive that for game design – after all, the Interdictors are kind of odd in Armada, and don’t function the way they would in-universe.

So, if we want to accurately scale to the Vindicator, we should first take the Armada-official Interdictor and scale it down to its 418 sibling. This is the step in-between the start and the end goal, but it’s where I start throwing a bunch of fun numbers around. Let’s dive in.

Comparing the Interdictor-class Star Destroyer and the Immobilizer 418

The first thing we can do is a good old fashioned table.

SpecificationInterdictor SDImmobilizer 418
Length1600 meters600 meters
Acceleration2300 G1210 G
Shielding4800 SBD2240 SBD
Hull2272 RU960 RU
Heavy Turbolasers150
Quad Laser Cannons020 (10 fore, 5 each side)
Ion Cannons150
Tractor Beams20
Gravity Well Projectors44

As I mentioned before, the Interdictor-class Star Destroyer was built from an Imperial I-class Star Destroyer. Thus, acceleration and shielding has been taken from that where available, using information from the very comprehensive Star Wars D6 ship listings, the Saga Edition d20 listings, and other sources such as game data.

Now, we need to translate those changes into an Armada ship. We’ll go with the only useful Interdictor – the Interdictor Suppression Refit. (Go ahead, argue with me. The only reason to bring an Interdictor is the Experimental Retrofit slot, so otherwise you’re paying for a crappy ISD.

How I plan to convert stats

Originally I was going to put a big long section here – instead, I’ve decided to make the conversion guide its own post. See how I approach a lore-heavy ship into an Armada-friendly ship here.

The Baseline Ship

Alright, if you went through the conversion document then you have a fantastic attention span, and I commend you. If you’re still with me, then let’s talk about the Interdictor Suppresion Refit, an official card.

Hull: 9
Command: 2
Squadron: 2
Engineering: 5
Anti-Starfighter: 1 blue
Shields (Front, Side, Back): 3/2/2
Defense Tokens: Brace, Redirect, Contain, Contain
Movement Chart

Speed 1Speed 2Speed 3Speed 4
If it has an X, the ship can’t do it. Each I is one click of the navigation tool at that speed.

Weapon Batteries:

ArcRed DiceBlue DiceBlack Dice

Upgrade Slots: Captain, Support Team, Offensive Retrofit, Experimental Retrofit 1, Experimental Retrofit 2, Ion Cannons, Title
Point Cost: 90

Examining the Stats

So, with all of that in mind you get… Kind of a weird ship. If you consider each component individually then on paper you absolutely get your money’s worth out of it. With a consistent (if not too exciting) attack pool, it doesn’t matter as much which arc you’re shooting from, you’ve got standard maneuverability, and your Engineering (the least used of the three stats) is the best in the game. You have a thick hull but weak shields, and a defense token pool to reflect that.

What makes this ship shine is, of course, its upgrade slots. As the only ship able to use the Experimental Retrofit cards (there’s only four, and you don’t see two of them played much) it has the edge there, and the Support Team/Offensive Retrofit/Ion Cannons allow for some nice combos.

However, this will never be a ship killer. The average damage for its three main arcs is a total of 3, before the defender uses any redirect tokens. It can do a number on shields if it has an Ion Cannon upgrade, but you need to be within blue range of your target for that, which is less than ideal. This will lose vs. a Rebel Providence-class Carrier (at 95 points) or even an Assault Frigate Mark II B (at 72 points), because it will be taking fire before it can even get within range, and its shields are easy to crack. Fighters can get through it, and despite its appearance, its lack of good defense tokens means it can be an easy target.

How is it used? In interesting and really clever ways. I’ve seen Interdictors loaded to be a damage sponge, using the engineering value to constantly move around and regenerate shields. I’ve seen it as a force multiplier for Imperial Star Destroyers, and I’ve even seen it used as a fighter pusher (I know, I was impressed). It’s clear it has more utility than meets the eye, and that mentality is what I want to bring down to the 418 and the Vindicator.

Converting the Interdictor

Size, Speed, & Maneuverability

By the official numbers, the Interdictor-class Star Destroyer should be a large base ship, so ignoring that oversight we will need to make the Immobilizer 418 a medium base. This feels right, as small ships are consistently 400 meters or less, but looks odd since it’s going to be the same size as its big brother.

It’s got a standard navigation chart, only really hurt by topping out at Speed 2. You can put an Engine Tech on there to make it essentially speed 3, but it’s not too sustainable to keep it full throttle because you’ll need your tokens elsewhere. Since this is a much smaller ship, I think we can say its engines will do some work for us – I would add a Speed 3, with the first notch straight but the second and third allowing a click.

Command, Squadron, and Engineering

The Immobilizer 418 is just a smaller version of its big brother, so not much would change. A medium ship should have a Command value of 2, so we’ll keep that. It actually has more starfighters than the Interdictor Star Destroyer, so I guess we’ll keep Squadrons at 2 as well. It simply can’t have the same lineup, though, so Engineering we will bring back to the more reasonable-for-its-size value of 3.


It’s honestly hard to bring the shields down further – however, since this ship isn’t supposed to be fighting on its own, I think a reasonable case can be made for 3 front, 2 sides, and 1 rear. I was considering a 2 all-around, but with a lower Engineering value it’s not going to be manipulated quite as much.

As for tokens, I think all we need to do here is drop one of the existing Contains so we’re still left with a Brace, Redirect, and Contain. That feels good for a medium ship, so moving on.

The hull is going to take a significant downgrade – I would bring it to a 5. That’s not much, but any more feels wrong for what boils down to a support ship. Honestly, I would have wanted to bring it to a 4, but with a CR90 having the same hull we would have an issue.


For its main battery, we have an interesting choice. Per the lore, the 418 doesn’t have any Ion Cannons or missiles, just some quad laser cannons. We could cut its dice in half to make it just a really bad shooter, or we could convert those to fewer red dice since they’re weaker turbolasers. I think I would land somewhere along this:

ArcRed DiceBlue DiceBlack Dice

We’ve reduced its utility since it can’t reach out and fire with a red dice, and we’ve lowered the dice count significantly. However, we’ve given it blue dice, which are the most consistent. 24 quad laser cannons are going to hit, so it felt right there.

Note that I actually upped its Anti-Starfighter dice. The same principle applies – since these are quad laser cannons and not turbolaser cannons, they’re smaller and faster guns, so they will hit more consistently.


This one is easier. We need to reduce the main reason you would bring an Interdictor at all – cut one of the Experimental Retrofits. The ship also seems small enough to not need a Support team and there are no ion cannons, so what we’re left with is: Captain, Offensive Retrofit, Experimental Retrofit, Title. It’s sparse, but you’re bringing this for the Experimental Retrofit. Anything else is trying to use a screwdriver to pull nails – there are better tools for the job.

So, what do we get for all that cutting?

The Immobilizer 418 Cruiser

Hull: 5
Command: 2
Squadron: 2
Engineering: 3
Anti-Starfighter: 2 blue
Shields (Front, Side, Back): 3/2/1
Defense Tokens: Brace, Redirect, Contain
Movement Chart

Speed 1Speed 2Speed 3Speed 4
x = can’t do it, each | is one click on the navigation tool, each – is a straight on the navigation tool.

Weapon Batteries

ArcRed DiceBlue DiceBlack Dice

Upgrade Slots: Captain, Offensive Retrofit, Experimental Retrofit, Title
Point Cost: 65 points

Overall, I think this is a decent utility ship. You aren’t going to get much firepower out of it, but you could certainly take advantage of the Experimental Retrofit slot and the Offensive Retrofit together – pushing three squadrons is a solid benefit while you’re acting as a force multiplier for an Imperial-class escort.

This is a ship where I could use some suggestions – first as feedback on the utility of the chassis from other player’s perspectives and second as to a fair price for it. We know it would need to be under 90 so it doesn’t cost more than its better version, and the sorta-close-in-a-different-way Quasar Fire I is 54 points, so we have that range to play with.

Eventually it would be nice to come up with some sort of formula to roughly calculate what cost should be, but with the existing prices (particularly with starfighters) I don’t think such a thing exists.

I’d love to hear your thoughts, so share them below, and buckle in for the Vindicator.

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