Executor-class Super Star Destroyer

undefinedThe Executor-class Super Star Destroyer, also referred to as the Executor-class Star Dreadnought, is a Star Dreadnought exclusive to the Galactic Empire. Capable of engaging entire enemy fleets on its own, this ship is one of the most powerful in the Imperial Navy and will pose a great challenge to any foe before it when used correctly.

The Executor can be built at any Level 5 Space Station in the Galaxy, so long as Tech 5 is achieved. It takes 15 minutes to construct (half if built at Kuat, Mon Calamari, or similar planets), requires a population of 200, and costs a total of 1,250,000 credits.

Weapons, Loadout, and Survivability
With its thousands of weapons and the second to highest combined HP in the Imperial Navy (behind only the Eclipse-class), the Executor-class is a tough cookie to crack in battle. However, since it takes up all 200 available unit slots available in battle, it is not possible to support it with a defending fleet on offenses without the assistance of the Death Star (though you can still call reinforcements using the distress signals from a Command Relay Post). This makes it an all-in-one ship, and while the ship is highly versetile with its great carrying capacity and firepower, it's weaknesses can cripple the ship if used without caution.

The vessel itself is highly capable of taking on corvettes, frigates, capital ships, and even enemy battlecruisers with ease, and is able to do so while targeting multiple enemies at a time thanks to its large amount of turbolasers. The 12 Heavy Long-range Batteries can be used to great effect for chip damage and taking out corvettes from afar, though the most damage will come from parking the Executor right in the middle of the enemy fleet.

The Executor will have trouble dealing with fighters on her own, but fortunately comes with TIE Defender Elite squadrons in addition to numerous TIE Intercepor squadrons, which will make short work of most enemy fighters coming its way. TIE Bombers are also on-board, which can help take out key systems on more troublesome capital ships. Despite this, bombers (especially the K-Wing) will still pose a major threat to the ship and will have to be taken care of at all costs if the ship is to thrive.

Usage in Battle
The Executor serves as the Empire's main all-in-one vessel, putting a lot of good things in one place. Its fantastic firepower makes it great against other ship-to-ship vessels like the Nebula-class or the Lukrehulk battleship variant and its fighters can help neutralize enemy fighters thanks to the presence of TIE Defenders, but as mentioned before, the ship has a major weakness to bombers like the K-Wing. This makes prioritizing which vessels to target using bombers and properly escorting them with your fighters a key aspect of using the vessel.

Carriers, especially the Endurance-class, are a high priority target to take out as they will most likely be the sources of dangerous bomber squads. Elite variants of individual bomber squads like the B-Wing are also high priority targets, as are most corvettes designated for fighter-screening (assuming the Executor didn't already nuke them).

Outside of bombers, only the Viscount can serve as a significant threat to the vessel, and should be avoided at all costs - the ship was designed to take out the Executor, after all - though if you must, the Executor can stand a fighting chance on defense with the help of Command Relay Posts. Otherwise, if you want to chase a Viscount, leave it to the Eclipse.

In most cases, the Executor will perform best on defenses, being able to take on fleets with unit counts much larger than its own and coming out on top. This is also possible on offense, but you will be more likely to lose the vessel in the process.

Tips

 * Although the mod does not advise you do this, sometimes you need that Endurance-class or that one goddamn K-Wing squad still harassing you gone ASAP. Right-clicking a vessel is perfectly valid in emergencies, and the ship will resume its regular targeting methods once the target is gone.
 * Regardless of the reason, make sure you right-click each of the individual systems at a paced rate depending on how far the Executor is and how much firepower is needed to destroy a system. The Executor's shots have a large travel time at longer range, and you will need to account for it if you want the ship destroyed as fast as possible.
 * If able, try to pull the fighters and bombers outside of the main hangars and off to the side not too far away from the Executor before fully engaging it. This helps improve the response time of your fighters and can save you some damage, since otherwise it isn't uncommon for fighters to get confused trying to navigate around the size of the vessel.
 * Send Ozzel's Executor on a suicide run any chance you can. The ship itself is worthless and will be destroyed almost instantly once coming under attack, and its destruction allows you to upgrade Piett to the max level, where he gets an actually functioning Executor.
 * Build Admiral Piett's Executor first instead of the standard version. The price is exactly the same and Piett gets the "Overcharge Primary Batteries" ability which is absent on the standard Executor.
 * If Bothuwai is not in control, or a planet is out of its range, make sure to send probe droids to the Executor's destination first. Getting overly confident with the ship on offenses is one of the most common ways to lose the ship, and you only get two total counting Piett's.

Trivia

 * The layout of this page was heavily inspired by Thefox22448's work on the page for the Venator-class Star Destroyer
 * Admiral Piett and Admiral Ozzel are the only heros in the game to be exclusively designated an Executor.
 * Both heros actually end up getting The Executor itself, with Piett being the later commander of the ship.
 * Admiral Ozzel's Executor is the only Star Dreadnought in the game to cap out at under 200 units.