Friday, February 6, 2026

Fleet Dossier: Ki-Adi-Mundi "The Black Dice of Disappointment"



I need to remake this Fleet Dossier.

Turns out I hadn’t actually read the fine print—more like I glanced at the card, got excited, and then let my imagination do the rest. A very astute Reddit reader pointed out the mistake almost immediately, and I took the post down rather than let bad rules information sit out there.

Here’s the issue: Ki-Adi-Mundi’s timing is extremely specific. His effect happens immediately after you roll your attack dice—same timing window as something like Intel Officer. That matters, because it means you don’t get to do the “add dice first, then copy that die color with Ki-Adi” trick I was building around. You can’t use Thunder Wasp, Swivel-Mount Batteries, or similar “add a die” effects before Ki-Adi triggers. Those dice-adders happen later, and Ki-Adi is already done.

So my original dream of “multiple ships throwing three black dice at long range with rerolls” simply doesn’t work. At best, you’re still throwing the two blacks that a lot of builds can already reach at long range, and Ki-Adi gives you a bonus die of a color already in the pool—appropriate to what you actually rolled at that range. That’s… significantly less spicy than I thought, and honestly a bit disappointing. But it also neatly explains why I haven’t seen other people pushing the same gimmick: because it isn’t a gimmick. It’s a misunderstanding.

More broadly, this is a perfect example of how easy it is to let assumptions take the wheel in Armada. We’ve all done it—looked at a card once, mentally played it out, and only later noticed that one little timing word makes the whole thing behave differently. (Overload Pulse, anyone? Or said Intel Officer timing debates from back in the day?) If nothing else, this has permanently reinforced one lesson for me: read the card, and read the timing twice 😅

With that correction out of the way: the fleets below still work. They just don’t do the absurd KAM magic trick I originally described. Which, TBH, takes them from potentially interesting to rather meh IMO.


400 Points: KAM All-Ship (Squadless)

Name: KAM All-Ship 400
Faction: Republic
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 124 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 98 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Parts Resupply (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 400

What it’s trying to do

This list is a focus-fire engine. It wants one decisive turn where multiple ships line up, spend what they need to spend, and erase something important—ideally before your opponent can start trading effectively into your support.

If the opponent obliges you (slow bricks, low evades, predictable approach angles), it can feel absolutely miserable to face. You can stack long-range pressure and then cash in hard when the first ship drifts into the danger zone.

Why it might not be particularly competitive

The downside is equally obvious: it’s a bit of a one-trick pony. Not in the sense that it can’t win games—more in the sense that it’s built to do one particular thing extremely well, and some opponents can simply refuse to play that game. Highly mobile, evasive fleets can angle you and deny the clean focus-fire. Squadron-heavy fleets can punish you for going squadless.

That said… I could absolutely take this to a friendly basement game and have a good time.

Tweaks

There isn’t much room here without fundamentally turning it into “KAM MSU,” which is exactly what I’m trying to avoid.

  • Implacable is technically optional, but with Projection Experts, it’s hard to cut.

  • You can run double Parts Resupply instead of Munitions + Parts. But with the Veteran Captains already in the mix, I like having more reroll tech.

  • Beyond that, you’re basically rewriting the concept.


600 Points: More of the same

If the 400-point list is “one trick,” the 600-point version is “the same trick, but with more hands.”

Name: KAM All-Ship 600
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 124 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 98 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 94 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Munitions Resupply (3)
= 56 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Parts Resupply (3)
= 56 Points

Consular-class Armed Cruiser (37)
• Hondo Ohnaka (2)
• External Racks (4)
= 43 Points

Squadrons:
= 0 Points

Total Points: 600

This version adds more bodies, more pressure, and a couple of close-range “don’t come here” pieces (Boarding Troopers, External Racks). It’s still fundamentally the same archetype: build the focus-fire turn, then ride your hull count and repair tools to stay ahead in the trade.


600 Alt: Defense token shredding (Imperator + Intel)

If you want to lean into the “delete the thing” plan even harder, here’s the Imperator + Intel Officer variant:

Name: KAM All-Ship 600 Alt
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 129 Points

Acclamator II-class Assault Ship (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 103 Points

Venator Star Destroyer Imperator Refit [ARC] (100)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• External Racks (4)
• Tranquility (7)
= 131 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Parts Resupply (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 600

This one is very much the “no, really, you don’t get to spend tokens” direction. If the base list is focused, this is the sharpened knife.


600 Not-Quite-All-Ship: add a real ace screen

I’m including one “softer” variant as well, because I’m personally uneasy about going completely squadless—especially as points go up and the matchup spread gets wider.

Name: KAM Not-Quite-All-Ship 600
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 129 Points

Acclamator II-class Assault Ship (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 103 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Ordnance Experts (4)
• Clone Gunners (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Medical Frigate (49)
• Veteran Captain (2)
• Projection Experts (6)
• Munitions Resupply (3)
• Expanded Hangar Bay (5)
• FB-88 (4)
= 69 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Parts Resupply (3)
= 56 Points

Consular-class Armed Cruiser (37)
• Radiant VII (1)
• Comms Net (2)
= 40 Points

Squadrons:
• Anakin Skywalker - Delta-7 (24)
• Axe - V-19 (17)
• Kickback - V-19 (16)
• R2-D2 - Twilight [Legacy] (17)
= 74 Points

Total Points: 600

This keeps the core ship plan, but it stops you from auto-losing the “air war” in matchups where that matters. It’s also just… more thematic, at least to me.


Closing thoughts (and questions)

So where does that leave Ki-Adi-Mundi?

On paper, adding dice is always good, and GAR in particular could use such a commander. But Ki-Adi sits in an awkward spot: he’s 30 points, he self-harms by handing out raid tokens, and those raids can be more than a minor annoyance—they can actively eat into your token economy. On top of that, he’s not just “soft countered” by certain enemy tech—he can be pretty hard countered by a couple of CIS admirals in particular, which is not where you want to be if you’re paying 30 points for your commander.

My current feeling is that he’s still decent, but a lot less flexible than I originally gave him credit for. He pushes you toward being an MSU-style commander, especially something like Arquitens with TRC, where you’re taking lots of attacks and converting small edges into real damage. And in that exact archetype, he’s competing directly with Anakin… and I’m not convinced he wins that contest.

But that’s my impression before I’ve put enough reps into him (and before I even play him correctly).

So I’ll throw it back to you:

  • Is Ki-Adi-Mundi actually worth 30 points in practice?

  • How often do the raid tokens feel like a manageable tax, and how often do they feel like the commander punching you in the face?

  • Does he have a real home outside of MSU/TRC Arquitens, or is that basically where he belongs?

  • And if you’re building that kind of fleet anyway… why choose Ki-Adi over Anakin?

Up next: The final part of the Ship Files.

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