Heir to the Empire

By Wes Janson, in Star Wars: Armada

* A note if printing these cards, they are screen captures, so exact sizing has to be done at your end. All of my custom squadron/character cards are done to fit the small card size, not the standard playing card.

Hi all,

I didn't want to hijack Mel's thread any longer for images, but I will share links. I will post custom cards here from this point on.

Been working on a little something special for my local group games, but feel free to borrow and comment. I have been waiting to put this character in a game for a long time. Concepts throughout this post.

7c305b83-8e00-4222-9a4b-cdcfada4ebf1_zps

Dreadnaughts_zpsg0rqwo4r.png

a6406239-edfc-4b4b-9dff-9db00397da55_zps

Edited by Wes Janson

I really hope we see a Thrawn card in this game. Any chance he might come with the Imperial Star Destroyer?

I really hope we see a Thrawn card in this game. Any chance he might come with the Imperial Star Destroyer?

Unlikely, so far we have seen that if a commander comes with a ship, they are the only commander included. We know (as much as you can) that Vader comes with the ISD. Based on that it is unlikely that he will be in wave 2 (unless he strangely shows up included with the raider). Beyond that.... who knows.

I think he would be a good candidate to be included with the interdictor, as he made so much use of them in the books.

I agree that if we do see him all official it would be with either the Interdictor or Dreadnaught.

Managed to get Pellaeon done tonight too, added him above. I am not concrete on cost or how this abilities will play. One way to find out I guess.

Edited by Wes Janson

Good night all, added Joruus C'baoth to round out the first batch of Imperial characters.

Hola Wes,

Was just looking through your cards on Mel's thread, gotta commend you dude, they're fantastic! I'm looking to build a Mandalorian fleet in Armada, utilising some old CW-era vessels like the Venator and the Arquitens that Mel has done (utterly gorgeous is an understatement!)

I couldn't help but notice the Venator seemed a little weak...reading through it's article on Wookiepedia:

In terms of firepower, these weapons rivaled the main battery on the later Imperial I -class Star Destroyers ."

Pretty tasty, right? Check it out:

The armament of a single Venator -class Star Destroyer consisted of eight DBY-827 heavy dual turbolaser turrets , two medium dual turbolaser cannons, fifty-two point-defense dual laser cannons or turbolasers, [7] and four heavy proton torpedo tubes. [1]

All of the dice! :D

Edited by Rhinoviru3

Rhinoviru3,

Mel does great work, and he makes me poor. Thanks for enjoying my own efforts, I am having fun.

We are just discussing the Venator on another thread, and I suppose the best way to look at it is that it is of older design. The trouble is most sources say it has 50 point defense lasers, which would imply small. So based on that alone its firepower in number of weapons may be comparable, but range and power are dramatically weaker then the later Star Destroyers. Plus it was brought up that the Clone Wars era cannon and Rebellion era cannon do not line up very well in ship capability.

In the end I picture it as balance. The Victory was meant to replace the Venator, so in theory it makes sense that in most ways it should be a better ship. That is assumption of course, but a logical one.

Edited by Wes Janson

Very nice work.

On Gilad Pelleon though, I think his cost is a little low. His effect is just too strong (IMO) for just 10 points. Being able to make the attacker reroll all dice against any ship is very strong.

Not sure what point cost would be best, but I just feel 10 is too low.

Edit:

Another way to keep cost down would maybe add a range requirement (distance 1-3 maybe?).

Edited by kami689

Not even sure if that ability is within his character. I would rather his ability compliment Thrawn, but I can't quite think of how.

Pelleaon just seems way to strong. IMO, his ability should be limited to the ship he is on. Then at ten points it might be ok.

Well either case, I am not happy with his ability to begin with. Play test time.

I have revised his ability to be more within the camp of what I wanted him to do.

And suddenly I want to add Dreadnaughts to my next order....

-Sigh-

I need 2 more. 3D print or resin, that is the question. Added the Dreadnaught cards above.

Edited by Wes Janson

Added the play tested and revised E-wing Squadron and Corran Horn ace above. All my new squadron cards are based on the small card template.

Final version of Assault Gunboat Squdron. Designed to fit on a small card format like upgrade cards.

Assault%20Gunboat%20Squadron_zpso24vtxyx

Edited by Wes Janson

The E-Wing Pilot looks wrong. I think you meant that it does damage to all enemy units at a range of 1 (engaged with) when it kills a squadron, not just ones it is in base to base contact with.

We tested it both ways Mike, and decided on base contact until additional testing is done. We originally had it at distance 1, but frequently he was causing upwards of 4+ additional damage in a single turn. We did not want to make him too good. The only pilot that compares is Maulers ability, and he can only do it when he moves.

Customs are tricky, and players (here at least) have a different take on what is cheesy when it is made up versus 'official'. Plus, we figure he would be 20-21 pts for a distance 1 effect which we thought might be over priced. It was fairly easy during the move to get upwards of 3 bases in contact, 2 almost always. We found in a game he got to use this ability roughly twice with a total of an extra 4 damage done. In games where he was more selective of his targets, AKA wounded ties, he was getting to use it 3 times.

On a side note, I just realised I missed putting their defense tokens on the card. :rolleyes:

Thank you for the input though, it is all appreciated. If you get a chance, play with both versions and see what happens.

I will post his original version as well, people can pick and choose.

Edited by Wes Janson

On the note then...

If automatically doing 1 damage over distance 1 is too much.....

.. . Why not throw a Red Die of Damage at Distance 1 whenever you kill something... You're sometimes able to mop things up, but not always.

I would instead change it so that the player controlling Corran can nominate ONE enemy squadron within distance one, dealing one auto damage.

We tested it both ways Mike, and decided on base contact until additional testing is done. We originally had it at distance 1, but frequently he was causing upwards of 4+ additional damage in a single turn. We did not want to make him too good. The only pilot that compares is Maulers ability, and he can only do it when he moves.

Customs are tricky, and players (here at least) have a different take on what is cheesy when it is made up versus 'official'. Plus, we figure he would be 20-21 pts for a distance 1 effect which we thought might be over priced. It was fairly easy during the move to get upwards of 3 bases in contact, 2 almost always. We found in a game he got to use this ability roughly twice with a total of an extra 4 damage done. In games where he was more selective of his targets, AKA wounded ties, he was getting to use it 3 times.

On a side note, I just realised I missed putting their defense tokens on the card. :rolleyes:

Thank you for the input though, it is all appreciated. If you get a chance, play with both versions and see what happens.

I will post his original version as well, people can pick and choose.

ok, just checking

Another idea for Corran Horn's ability we discussed was this:

'When you destroy an enemy squadron, apply excess damage to any other enemy squadron at distance 1.'