You can add your own proxy or use our default built in VPN.Of course DELPHI DIAGNOSTICS SOFTWARE WITH KEYGEN ACTIVATION LICENCE WOW supports Windows and MAC Os Platforms. This tool has been well tested for extended period of time and has been 100% successful with all integrated features.For copyright reasons program features won’t be described in this page publicly, to see all instructions and feature list, please download and open.exe file and extract notes.txt file, there will be everything that you need for DELPHI DIAGNOSTICS SOFTWARE WITH KEYGEN ACTIVATION LICENCE WOW use.All our tools has built in Proxy and VPN support for your anonymity. Delphi diagnostic software free download full version deutsch.
3D model of a design created by
Original concept:
If you're interested in commissioning art, please visit this page for details:
Original concept:
If you're interested in commissioning art, please visit this page for details:
2D + 3D CommissionsHello, you arrived at my Commisions page
If you are interested in getting a CGI image created for you, please continue to the section you are interested in. There are three sections:
2D section covers all kind of colored, shaded images, preferably drawn with outlines.
3D works is about polygonal objects of all kinds, textured and with some post-processing for nice looks.
Vector images refer to things drawn with hard lines and occasional shading, such as blueprints and ink-like drawings.
I do all kinds of art and I'm opened to different styles (vector drawings of a Star Wars ship, 3D render of a Stargate vehicle, blueprint for a Dune tank and of course every kind of original universe objects and scenes) so don't be afraid to ask for anything that you can think of.
You can also check examples of my commisioned work and private gallery works on the bottom of this entry.
I am looking forward to working with you and seeing a happy finish
Please note that preferably I accept pa
(Norsehound)
Tactical Guide – Raider Corvette
I'm back! After about half a dozen games with the Raider I think I've come to some kind of consensus to offer a fair article. In short, the Raider is a kind of disappointment for the Empire. In my personal experience in all the games so far the Raider has much more to be desired. While you may disagree, and perhaps there is a way this unit can be played well, allow me to give context to my opinion so that it can be open for discussion and review. Let's get rolling..
FFG's original contribution to the Star Wars universe, the Raider corvette is the Imperial counterpart to the Rebel CR-90. Like the CR-90 it is the cheapest ship in the fleet, has four hull, three defense tokens (two evades) and a small but potent mix in firepower. It is also one of the only ships in the game with a natural speed four. This, combined with the close-in armament, suggests that the Raider can be run like a Gladiator or CR-90. Specifically this means running in for flanking assaults at close range. On paper, it's a decent ship.
The two variants of this ship mostly change up the armament. Raider-I is a missile ship, with a mixed blue/black armament and carrying a torpedo slot. Raider-II carries ions.
Command Stats:
The Raider's stats for both versions rest at Command 1, Fighter 1, and Engineering 2. Just like the CR-90.
Command 1 obviously means the corvette can determine its commands instantaneously, perfect for flexible flanking ships that need commands right then. There is no current effect like Leia in the game to bounce commands, so Command 1 is used purely for ease of ordering the ship around.
Fighter 1, like the CR-90, means it can't push a lot of fighters around but things get a little interesting here since with an offensive slot, the Raider can actually go up to Fighter 3 with a token. The pocket-carrier build might be interesting to experiment with, in light of most other carriers facing a lot of problems in the Empire (or being expensive). This build would probably need Expanded Hangars and Yularen to function though, so you are reliably keeping and spending the fighter command. Not sure if it is worth it however.
Engineering 2 is also standard. Unless you get the token or keep it with Yularen, you'll never be able to repair a critical hit to your ship. Engineering 2 is mostly going to be used to repair a token shield, or flip shields from one arc to another after suffering, well, any kind of attack really.
For its size the Raider is impressive. Unlike the CR-90 the Raider increases the forward firepower to four dice. Two Blue/Two Black on the I variant and three Blue/one black on the II variant. The sides and rear are serviceable, if you don't mind always being at medium range.
On paper the Raider-I can escalate very quickly with Expanded Launchers. Thirteen points upgrades the forward battery to four blacks and two blues… identical to the Gladiator's for only a portion of the cost. Other ordnance upgrades are just as enticing; cheap Assault Proton Torpedoes is the basis for a spam list, and Assault Concussion Missiles are still there and able to be kicked reliably with Screed. The Raider brings us Rapid Reload, which it is up to you if you wish to upgrade your side arcs, but more often than not the other upgrades are more impressive (or cheaper and still more impressive, thanks Assault Protons).
Lastly, Ordinance Experts that come here and in the MC30 pack allow you to re-roll all black dice, for four points. Barring bad rolls, you'll never have a dud roll, and what's better is that it works for AA as well!
Ion cannons of the II version aren't without merit either though. NK-7s is a powerful pressure effect though speaking from experience, they may be wasted here, since you need more of them than you can take Raiders to really start making the target ship hurt. However, Overload Pulse is a great utility weapon on this ship (especially with Screed), and mounting SW-7s turns the Raider into a constant three-damage dealer at medium range, since now all facings can deal damage.
Both versions of the Raider throw two dice against fighters as well, which is a remarkable upgrade from the CR-90's afterthought lowest-denominator blue die. Now with a spread of Raider fire you can wipe enemy TIEs from existence, and seriously threaten heavier Rebel fighters with enough sustained firepower. Better, both titles help in the fighter support arena. The Raider also looks like a great picket ship to escort your capital craft with, meaning Imperial players can now have a capital ship they like to run fighter defense missions without needing lone four TIE fighters just to prevent enemy fighters from engaging immediately.
In short, screed loves the Raider because both upgrade slots can utilize his effects. There is only one problem where firepower is concerned, and that is medium and close range being the effective ranges. I'll revisit this point in protection, but I'll end this section by pointing out that medium range is where this starts to get effective, but close range (especially on the Raider-I) is where stuff starts to really take damage.
Navigating:
The Raider also gives us another very powerful card: Admiral Ozzel. Surprise being wiser, the Raider can utilize this man's abilities even better than the GSD can. The Raider can flip instantly from pursuit speed to flanking speed, dropping the full speed movement profile down to a two-click speed 2 to knife into position as best as anything can. If Screed wasn't so great with weapons, Ozzel would be just as mandatory on the Raider as Mon Mothma is to CR-90s.
That all said, the movement profile is something of an inverse to the CR-90. The Raider will reward slow-speed movement for quick turning but when you open up the throttle, don't expect to get a lot of clicks. In a way the Raider is better than the CR-90 at slow speeds because it doesn't have to make the extra effort to get the added click to turn better. On the other, the CR-90 can get two clicks anyway at speed 2 when resolving a speed command, and it can better position for chase vectors by making sharp turns at the last click. Often I was trying to do this with the raiders, using the extra click gained from the command dial to put at the end for better movement on the next turn.
So far the ship looks pretty good right? Screed can greedily abuse any of the upgrades you can give it, and Ozzel helps the ship get into position just where it needs to be. Moreover it's cheap, so you can start creating a battery of 2-3 of these ships equipped with say, Assault Proton Torpedoes and Ordnance Experts, right?
Star Wars Raider Class Corvette
You'll never get to fire them. Your Raider-Is will die before they even kick off their torpedoes, and you just handed forty-four or so points to your opponent.The defensive suite is this: One brace, two evades. On paper now you can cancel a lot more damage than a CR-90 can and preserve the firing arcs. Your evades work just as well as the Rebel ones do, and better since you don't have Turbolaser Re-route circuits blocking one out. But remember when I mentioned engagement ranges? On the Raider-I not only do you have to be at close range to open fire with your black dice, but close range is where your evades are useless. And unlike the rebellion Mon Mothma isn't there to extend the effectiveness of your evades… meaning you only have your brace to rely on when you're fired at, when trying to attack.
This is problematic in a universe where a good portion of the dangerous ships out there fire out of their broadsides, so flanking is going to take the LONG way around to stay clear of them (and their red dice). By the time you get there, the target is either gone or re-positioned to shoot you when you get into range.
It's worse than that, because a certain 7-point rebel title exists to freely give accuracy to any friendly ship within the distance of a range ruler. So, you'll never use your brace approaching any rebel ship within range of Home One. And since you're at close range for the optimal shot, your evades are useless as well.
And if you're thinking you just need to dodge those arcs and just get into the wrong place keep this in mind: one red-die with a two-hit result will take away your shields, forcing your next command to be an engineering to patch that hole least the next thing coming at you is anything approaching three critical damage, or four damage, and then you're done. 44+ points vanish in a cloud of hydrogen. That's if you didn't step up to an Ackbar arc where his raw damage is going to bypass your shields anyway for maximum damage. All that's needed is 12 points of damage at close range, even with a brace you're still going to vanish.
The Raider after all doesn't have a defensive upgrade slot, so it cannot take ECMs to protect the brace (as with basically every Imperial ship except the ISD-II, which has that slot).
In short, the more effective you want the Raider to be by getting into range, the more vulnerable it is to getting obliterated. Because if a player has to choose between exchanging broadsides with something like an ISD or an MC80, or one-shotting that Raider, it's going to one-shot the easier target to remove that threat (and extra activation) from the game and get closer to victory.
This vulnerability alone very nearly disqualifies the Raider from being a competitive ship in my experience, and it would be a dud ship entirely if that carrier build above wasn't perhaps worth trying with Rhymer, or Raider-IIs mounting SW-7s for three instant damage at medium range
wasn't a possibility. Medium range at least allows your evade tokens to be used, which you most certainly will need when getting looked at by, well, everything.
But let me offer an update; Thanks to some insight from Clontroper's list performance, the way you get around protection is to find a way to jump from out of range to range 1. The Raider can do this, and perhaps the Raider is supposed to do this. Flying it as a standard ship won't help the Raider work. Let me speak more about the updates further down.
Upgrades:
Even here the Raider loses out to the CR-90 for the upgrade selection suite. While the Raider has an upgrade selection bar that would be serviceable on many ships, it's almost wasted points on a ship that can't protect itself. Beyond the weapons that I described in firepower, the Raider has access to the standard offensive teams and an offensive upgrade slot.
For the sake of disclosure I recently tried a list of maxed bombers and three Raiders with tractor beams in a tournament. Had I encountered more light ships in the arena this build would have been fantastic, since I would be beaming ships to a stop and let the fighters finish them. Only problem is most of my enemies were assault frigates and MC30s, which vaporized the Raiders.
Nevertheless, the Raider does have a few officers that can help. If you kit out a Raider-II ion build, Intel officers could be interesting to continue putting steady pressure on a ship as you're constantly dealing out damage at medium range. More essential then that though is Admiral Montferrat, whom at speed 3 has every attack against his ship count as an obstruction (until he collides). HE could be worth it on the approach, but when he slows down to try repositioning his ability turns off. It makes him more disappointing than the fantastic rebel defensive officers of Wallex and Lando. In fact, Monferrat is probably better on Gladiators than Raiders, because Gladiators have the Demolisher title and are more likely to survive than the Raiders.
Contrary to the run-and-gun expectations of the Raider, both titles deal entirely with fighters. Both are four points.
Instigator:
If you need something to immediately draw away fighters closing in on your Rhymerball, Instgator could be it. By dropping in next to the offenders now they are engaged by two invisible squadrons projected by the Instigator, targeting the Instgator herself (meaning they need grit 3 to escape). Unless you're engaged by an enemy Rhymerball (making the Raider even more expendable than I was just describing), you might not die….
Impetuous:
This one may be the more useful of the two if you try Raiders as picket ships escorting heavier ISDs and drawing off fighters (and not doing as the speed 4 beckons you by flying off for flank attacks). This allows you an additional free AA attack against anyone in range to be hit, even in an arc already attacked, for a third AA attack at that round. Essentially this is a targeted strike against aces or lone squadrons you want to eliminate (like Rhymer, Howlrunner, or generic YT-1300s, Jumpmasters, or HWKs).
How to use it:
Do not use.
I'm only half..no..one quarter kidding. I haven't had luck with these ships in the times I've used them except once, and that was because I was taking on a nebulon Gunline and they were shooting at something else. All other times have used Raider-Is, so all I can only attest to how disappointing they've been and how easily destroyed they are in the current meta. What I can say here are suggestions that I would want to try further, if I were to consider trying Raiders again.
But not Raider-Is. Not until FFG gives us more incentives and help to protect them when they are at their optimum range.
+ Raider Carrier: Expanded Hangars, Wulf Yularen, constant fighter tokens. Combine this with perhaps another Raider with Expanded Launchers and fighter commands they can help advance five fighters total across the board at medium range, then peel off under Ozzel's command while the fighters fly into range and start their attacks (or support the fighters, for builds like screed). You can make these Raider-IIs with respectable ion guns and titles to best support Rhymer's forces.
+Raider-II gunship: As stated, SW-7s. Take Montferrat on-board and take Gunnery teams, or fly without them. Try to hang back at medium range for flybys, or gradual turns to keep pounding your opponent.
+As a picket: Now and again I think this might be what FFG intended with this ship. Lead in front of your other ships at the same speed, activate it when the enemy is in range or when fighters are on the approach. It will die, but hopefully before then the enemy gets into excited black range where your Expanded Launchers (or whatever) maul and fire and cause death and destruction. It just means ignoring Montferrat and your speed 4 range.
It's regrettable that the Raider is such a disappointment. It does have its advocates, at least on the FFG forums, but I can't believe their praise when before my eyes the Raider continues to fail worse than my expectations set for it. Maybe one of these above suggestions, or a future build or upgrade can help change my mind. But after a run of using them, and with only the ISD as the “Safe” choice in a meta increasingly dominated by E-Z Ackbar Home one builds, I think I'll be switching to the Rebels for a time.
[Addendum] So how many of you have seen Clontroper5's list?
I was dismissive of the Raiders here because previously I was trying to run Raiders like normal ships. Seeing Clon's list, and reading a bit on how he ran it, gave me some new insights on how to run this ship. In short, if you design your Raiders to cross from out-of-range to close range, then you can make the Raider work.
This is a super-aggressive kamikazie strategy that avoided me until now because typically I play so that my ships have a chance of survival. I'm a defensive player who likes to lean on the ECM advantages and high hull of the Empire to survive.
But the way to make Raiders survive is to cut down on the number of times it is attacked when it in turn is not a threat to another ship. This means crossing that range band so it spends little to no time loitering in a position where it's fired upon. Then while there, it takes advantage of the high hit power out of the front arc to do the damage it can before it's ultimately destroyed.
Essentially, the Raider is designed to make the most out of the one (or two) attacks it has at close range, and once it's attacked there's a good chance it's done. But it doesn't matter, because for the cost of a 44 some odd frigate you've caved in the shields and scorched some of the hull of say an assault frigate.
And if you take multiple Raiders (as Clon has done), you can compound this problem so much that there are too many targets to be attacked, and the Raiders can't be punched out quick enough before they do a lot of damage.
Additionally, Clon's true star of the list is the Demolisher. The Raiders are the icing on the cake, taken to fill out the list and get in damage while your opponent is focused on the larger threat.
So Raider play for taking on capital ships hinges on two very important key concepts:
+First is that this is not a conventional ship. To play a Raider you need to have a definite strategy for it, and set it up in a special way. It deploys first (To throw off your enemies) or last (to react to your opponent's deployment). If you do not have activation advantages with the Raider, you will lose it. In any case, the Raider will not perform well if you fly it like an average ship.
+Second is to ensure that the ship is attacked as few times as possible. The Raider cannot suffer more than one attack usually, so anything double-arcing the Raider stands a good chance of killing it if it can generate accuracy. Perhaps more if it can't. This can be accomplished by moving Bigger threat into range or crossing the range ruler in one move at speed 4. The ship otherwise cannot hope to deliver as well.
So I hope that's helpful. It increases the esteem of the Raider in my opinion so that it's useful, and it can be a nasty bludgeon to confront. But the Raider is still a fragile creature that, if used incorrectly, is handling points to the enemy. No other ship is this finicky and delicate in the game right now and can lead to a lot of frustration (seen above) without practice.
- 15
- 2.00
- Last edited Sat Feb 27, 2016 8:04 am (Total Number of Edits: 5)
- [+] Dice rolls
This is one of the vehicles from my Star Wars Fanfiction Series: Star Wars: The Shadow Wars. The series is currently between 'Seasons.'
Note: The information below is from my own universe which is a blend of old and new canon and it not to be considered canon in any other universe but mine. I should also mention that this ship is canon (at least legacy canon) but its history is significantly different as far as my universe is concerned.
The image was acquired via Garry's Mod
..
Class: Raider-III Class Corvette
Manufacturer: Jaemus Fleet Systems, Kuat Drive Yards (Designer & Prototype)
Affiliation: The Sith Empire, The Galactic Empire (Formerly)
The Raider-III Corvette, aside from a few other vessels, is one of the carryovers the Sith Empire uses from its old Imperial roots. The Raider-III was designed in response to the Rebellion's effective usage of corvettes such as the CR90 and Corellian Gunship and even the aging Hammerheads as the Empire's older Victory-II Frigates were simply not enough to pursue the Rebel's corvettes at full speed. Most Raider-IIs were designed for special operations so the Empire needed something that they could mass produce to counter the faster corvettes. The Raider-III design was drawn up at Kuat Drive Yards a month to the day prior to the Battle of Endor. Kuat had finished the prototype just days before the Emperor's death, leaving the Raider-III's fate in relative limbo. A few months later, the prototype and designs for the Raider-III vanished from the KDY facilities and was believed to have been stolen by a zealous Imperial Loyalist. It wasn't until 28 ABY, when the Shadow Wars broke out, that the Raider-III design reappeared, mass produced and acting as a front-line corvette for the Sith Empire.
Most of the changes twixt the Raider-II and III are minor, focusing more on faster speed and ship-to-ship warfare. The Raider-III also does away with the small starfighter hangar that the Raider-II had. The Raider-III, unlike some of the Sith's other modular forces, has a standard armament primarily of laser cannon batteries and ion cannons with the odd missile launcher tubes at the front, making it a blend of the Corellian CR90 and Gunship in terms of performance. The Raider-III is the largest mainline starship in the Sith Empire to not be named after a Sith Lord.
Some Sith Commanders have utilized small squadrons of Raider-IIIs to engage in vicious hit and run attacks on Republic forces, utilizing the Raiders' speed to their advantage. Darth Sheelal have utilized some Raider-IIIs as fireships, sending them on suicide runs into Republic starships. Raiders are usually seen amongst Sith fleets, supporting the larger Star Destroyers and heavy cruisers.
Note: The information below is from my own universe which is a blend of old and new canon and it not to be considered canon in any other universe but mine. I should also mention that this ship is canon (at least legacy canon) but its history is significantly different as far as my universe is concerned.
The image was acquired via Garry's Mod
..
Class: Raider-III Class Corvette
Manufacturer: Jaemus Fleet Systems, Kuat Drive Yards (Designer & Prototype)
Affiliation: The Sith Empire, The Galactic Empire (Formerly)
The Raider-III Corvette, aside from a few other vessels, is one of the carryovers the Sith Empire uses from its old Imperial roots. The Raider-III was designed in response to the Rebellion's effective usage of corvettes such as the CR90 and Corellian Gunship and even the aging Hammerheads as the Empire's older Victory-II Frigates were simply not enough to pursue the Rebel's corvettes at full speed. Most Raider-IIs were designed for special operations so the Empire needed something that they could mass produce to counter the faster corvettes. The Raider-III design was drawn up at Kuat Drive Yards a month to the day prior to the Battle of Endor. Kuat had finished the prototype just days before the Emperor's death, leaving the Raider-III's fate in relative limbo. A few months later, the prototype and designs for the Raider-III vanished from the KDY facilities and was believed to have been stolen by a zealous Imperial Loyalist. It wasn't until 28 ABY, when the Shadow Wars broke out, that the Raider-III design reappeared, mass produced and acting as a front-line corvette for the Sith Empire.
Most of the changes twixt the Raider-II and III are minor, focusing more on faster speed and ship-to-ship warfare. The Raider-III also does away with the small starfighter hangar that the Raider-II had. The Raider-III, unlike some of the Sith's other modular forces, has a standard armament primarily of laser cannon batteries and ion cannons with the odd missile launcher tubes at the front, making it a blend of the Corellian CR90 and Gunship in terms of performance. The Raider-III is the largest mainline starship in the Sith Empire to not be named after a Sith Lord.
Some Sith Commanders have utilized small squadrons of Raider-IIIs to engage in vicious hit and run attacks on Republic forces, utilizing the Raiders' speed to their advantage. Darth Sheelal have utilized some Raider-IIIs as fireships, sending them on suicide runs into Republic starships. Raiders are usually seen amongst Sith fleets, supporting the larger Star Destroyers and heavy cruisers.
Raider-class corvette
Production information
Line
Class
Models
Usage
Role(s)
Affiliation
The Raider-class corvette was a corvette model in service with the starfleet of the Galactic Empire. One Raider II-class, the Corvus, was used by the eliteInferno Squad.
CharacteristicsEdit
The Raider-class corvette was a sleek and roomy vessel at 150 meters for a sizeable crew and featured 3 engines and a hyperdrive. These ships could be operated with a pilot and a co-pilot and were armed with ion cannons, dual heavy laser cannons, concussion missiles, and turbolasers.[3] The ships also had a small hangar on the starboard side, that could hold at least 2 TIE fighters.[4]
HistoryEdit
Two Raider-class corvettes were part of an Imperialtask force ordered to eliminate insurgents in the Umbara system led by AdmiralCarlou Gendling. Gendling's inability to act decisively resulted in the destruction of one corvette and critical damage to the other corvette.[1]
Shortly after the Battle of Yavin,[3] one Raider II-class corvette,[2] the Corvus, was utilized by the elite Inferno Squad, led by CaptainIden Versio[3] and by the time of the Battle of Endor, it was still used by the squad.[4]
During the evacuation of Yavin 4, one corvette was aboard the hangar of an Imperial Star Destroyer. Rebel pilotEvaan Verlaine was assigned to infiltrate the Destroyer and buy time for the evacuation. She took the corvette, which she rammed into the mighty vessel, ejecting at the last moment. The impact was enough to knock the Destroyer off course when it fired, causing the blast to level the top of a nearbymountain. The act bought enough time to finish the evacuation.[5]
This article is a stub about a ship or starship. You can help Wookieepedia by expanding it. |
---|
Behind the scenesEdit
The Raider-class corvette was originally created by Fantasy Flight Games to fill a gap in their Star Wars: X-Wing Miniatures Game, which is now classified as legends.[6] The look of the corvette was designed and created by artist Ben Zweifel.[7]
The ship officially returned to canon in the novel Thrawn in 2017. However, a wreckage in The Force Awakens (2015) resembles a Raider-class. When questioned on Twitter, Matt Martin said that while it looked like one, he would be surprised if ILM would have made a model for the ship.[8]
AppearancesEdit
- Thrawn(First appearance)
- 'Tales from Wild Space: The Flat Mountain of Yavin'--Star Wars Adventures 2
Notes and referencesEdit
- ↑ 1.01.11.21.31.4Thrawn
- ↑ 2.02.1Corvus in the Databank(backup link)
- ↑ 3.03.13.23.3Battlefront II: Inferno Squad
- ↑ 4.04.14.2Star Wars Battlefront II
- ↑ 'Tales from Wild Space: The Flat Mountain of Yavin'--Star Wars Adventures 2
- ↑Here Comes the Imperial Raider
- ↑Ben Zweifel (@pixelgarbage) on Twitter 'Box art for the new Imperial Raider that I designed! It was just announced.'(screenshot)
- ↑Matt Martin (@mattmartin) on Twitter 'It sure does look like it but I would be surprised if ILM made a Raider model.. but you never know!'
Price refinements - Carousel
Showing slide {CURRENT_SLIDE} of {TOTAL_SLIDES} - Price refinements
Brand New
From United States
Buy It Now
Customs services and international tracking providedStar Wars Imperial Raider Corvette model kit scale 1/2700 AM
Brand New
From Russian Federation
Buy It Now
Only 1 left!
Star Wars Collector Fleet Rebel Blockade Runner 16' Ship Corellian Corvette Rare
Pre-Owned
From United States
Was: Previous Price$34.99
Customs services and international tracking provided+$31.77 shipping
5% off
LEGO Star Wars UCS Hammerhead Corvette ALL PARTS INCLUDE, Preorder Item
Pre-Owned
From United States
Buy It Now
Customs services and international tracking providedStar Wars Armada - CR90 Corellian Corvette A Alternate Art Ship Card - Promo
Brand New
From United States
or Best Offer
Customs services and international tracking provided174 Watching
LEGO Star Wars UCS Hammerhead Corvette INSTRUCTIONS ONLY, Collectors Edition MOC
Brand New
From United States
Buy It Now
Customs services and international tracking provided51 Sold51 Sold
Star Wars Armada CR90 Corellian Corvette Expansion Pack Ship CR-90 New Sealed
Brand New
From United States
Buy It Now
Only 1 left!
Brand New
From United States
Buy It Now
Customs services and international tracking providedBrand New
From Hong Kong
Was: Previous Price$17.99
Free International Shipping
8% off
Star Wars Armada - CR90 Corellian Corvette Ship Barebones NO UPGRADE CARDS
Brand New
From United States
Buy It Now
8 Watching
New ListingFantasy Flight Star Wars Armada CR90 Corellian Corvette (New and Sealed)
Brand New
From United States
Buy It Now
Star Wars ANH SHIP PROP MODEL Tantive IV Expansion for X-Wing Corellian Corvette
Pre-Owned
From United States
Buy It Now
Customs services and international tracking providedBrand New
From China
Was: Previous Price$19.99
+$1.99 shipping
Brand New
From United States
Buy It Now
Customs services and international tracking providedStar Wars Armada - Hammerhead Corvette Rebel Ship Barebones NO UPGRADE CARDS
Brand New
From United States
Buy It Now
28 Watching
Star Wars Armada CR90 Corellian Corvette Expansion Pack
Brand New
From United States
Buy It Now
Brand New
From Russian Federation
Buy It Now
Only 1 left!
Fantasy Flight Games, Star Wars Armada, Rebel, CR90 Correlian Corvette
Brand New
From Canada
Buy It Now
Star Wars Armada Raider I-Class Corvette Promo Card 2016 Store Championship
Pre-Owned
From United States
or Best Offer
Customs services and international tracking providedStar Wars Armada Promo Hammerhead Torpedo Corvette Card - 2018 Store Champion
Brand New
From United States
Buy It Now
Customs services and international tracking providedStar Wars Armada Raider I-Class Corvette Promo Card 2016 Store Championship
Brand New
From United States
or Best Offer
33 Sold33 Sold
Star Wars Armada: CR90 Corellian Corvette Expansion Pack
Brand New
From United States
Trending at $14.91
Customs services and international tracking provided+$25.13 shipping
Star Wars Armada - CR90 Corellian Corvette (New)
Brand New
From United States
Buy It Now
Star Wars TCG: Marauder-Class Corvette [Moderately Played] The Phantom Menace TP
Pre-Owned
Top Rated Plus
Buy It Now
From United StatesFree Returns
~ Mark Hamill of Star Wars Corvette Summer Original Photo Annie Potts R80s
Top Rated Plus
Was: Previous Price$12.95
From United States+$12.95 shipping
Star Wars Pocketmodel TCG Unpunched Tantive IV Corellian Corvette - New
Brand New
From United States
or Best Offer
Customs services and international tracking providedStar Wars Armada CR90 Corellian Corvette Expansion Pack
Brand New
From United States
Buy It Now
Customs services and international tracking providedStar Wars X-Wing Miniatures CR90 Corellian Corvette SHIP ONLY
Pre-Owned
From United States
Buy It Now
Rogue One Star Wars Shapeships Tribute Art Shuttle Hammerhead Corvette Tantive
Brand New
From United States
Buy It Now
Customs services and international tracking provided1977 STAR WARS - DARTH VADER Was REINCARNATED - HE WAS A CORVETTE IN OTHER LIFE
Buy 1, get 1 free
From United States+$14.99 shipping
Star Wars Armada Promo Hammerhead Torpedo Corvette Alt Art
Brand New
From United States
or Best Offer
Customs services and international tracking providedStar Wars Armada CR90 Corellian Corvette Expansion Pack - FFG - New
Brand New
From Canada
Buy It Now
Star Wars X-Wing Miniatures Game Houndstooth & CR90 Corellian Corvette Lot set o
Pre-Owned
From United States
Buy It Now
Brand New
From United States
Buy It Now
Customs services and international tracking provided