Personalized Armada Cards

By darkfortunex, in Star Wars: Armada

First of all I want to give a big shout out to DiabloAzul's custom card thread. Without it I wouldn't have been able to find these great Armada template's form which to start. So I thank you tremendously DA, and whoever the creator of the Templates is. To be honest I don't know exactly who furnished them or at least can't recall a name, but none the less thank you greatly for your work.

So, what I would like to accomplish for this thread is to be a place to discuses, spitball, critique and commiserate on new/personal Commanders, Title, Upgrades, Aces and Objective cards for Star Wars: Armada's current ship and Squadron lines. DA already has the New Factions and 3D printed ships in a lock, and does an exceptional job at it. So I was looking to make this thread focused on Improving/adding to what currently exists with the idea/inspiration of giving a personal touch to the collection of ships that you have.

Essentially I hope we can talk about idea's both I, and other would be looking to see in the card types listed above.

This thread isn't really about recreating existing Characters or Titles in Armada but more about creating your own personal Commanders & Titles for use in casual play and perhaps even long form Campaigns. This being said, I'd like to focus not on making new subtypes and mechanics for existing ships, but rather rules and idea's that fall not far from what already exists for Armada. Basically this thread is an effort to individualize your Fleet or Plastic Starships and give a wider pool of toys to add to our current ships. Even if it's just for friendly games.

Anyway, I hope you guys like the idea. I will do my best to help those who want to participate in visualizing your Fleet's abilities and chat about how to balance these custom endeavors against what currently exists in Armada.

Remember this is a place to chat and critique and enjoy your time. All input is welcome as long as its constructive. SO! Let's begin.

Mission Objective:

- Create new Commanders, Officer, Title, Upgrade, Ace & Objective Cards for current Armada Ships and Forces.

- Help personalize your fleet of Plastic Capital ships.

- Be welcoming and Constructive.

My first submission for consumption are these. They are my own personal concoctions meant to give names and identities to my fleet. I welcome your guys opinions, critiques and idea's on these. An welcome you using them in play tests and or your own fleets.

Imperial

th_Admiral%20Lariann_zps5wnjmuwk.png

th_Incinerator_zps18ohkga2.png th_Vindicator_zpsgcwcst3p.png th_Eradicator_zpsb5fwqib7.png th_Aggressor_zpsymr3mrwb.png

Rebel

th_Inora%20Avansi_zpscses2byd.png

th_Amidalas%20Hope_zpswz5u1bo6.png th_Fortitude_zps5glvgitx.png th_Bastion_zpstjshlz2c.png th_Ascendant_zpsqtkh75f0.png

Edited by darkfortunex

Impressions:

Larian is very good. It's hard to say if too good. Being able to spend Squadron tokens for a full Squadron effect (instead of the piddly 1) is very good, as is spending banked Engineering tokens.

Vindicator feels far too good to me. You get to spend all your non-locked-down defense tokens all the time forever. Very good for 10 points.

Aggressor is also far too good. Compare it to Adar Tallon, for example. You could get up to 6 squadrons activated (token+order+Expanded Hangar Bays) without toggling their activation slider, but more likely 4-5. That's still very very good for only 7 points. If this was 17 points I would still strongly consider taking it on a carrier ISD.

Inora also feels too good. You get basically a modified Tarkin-style effect for less cost than Tarkin. For a 40ish point cost, maybe.

Amidala's Hope also seems too good insomuch as it can result in endless defense tokens when your fleet is bunched together. Given how good (and boring) the Rebel conga line is at the moment, I don't feel like it should be incentivized any further.

Fortitude is too confusing and requires a lot of checking throughout the game to see if its effect is working or not and when it expires. I'd prefer something simpler like "Engineering: another friendly ship within range 1-5 may gain a shield point; this may take their shields 1 point over their normal maximum."

Bastion is absolutely nuts for 2 points. A single hull point has got to be worth more than 1/2 a point I would think. If it was priced at 10 I would still feel it was extraordinarily good, but 2 just feels like a number got left off somewhere.

Ascendant gives the MC80 superior Gunnery Teams. Given how strongly MC80s want the Advanced Gunnery objective, it feels like FFG deliberately chose not to let them fire twice from the same hull zone more than once per activation. I'm not sure a title that allows them to cheat their way around that would be good for the game.

Sorry to be so negative. I think the idea in general is a good one (I've got my own fan-designed upgrade cards thread) but I feel like the ones I mentioned could use some redesigning.

Nah man, there is a difference between baseless negativity and constructive criticism.

I will take you thoughts and ideas into consideration as update. The whole idea is to spot check and nix things overly powerful.

Edited by darkfortunex

Well. . . Let's play them in order. . .

Larian: Whew! What an ability! Just think of 2 ISD 1's with Boosted Comms and Expanded Hanger Bay get to activate. Squadrons a piece! Then you add in Aggressor and you only need 10 squadrons. . . WOW. . .

She does need better wording though. . . Maybe "When spending a Command token, use the effect of the Command Dial"

Incinerator: Nicely priced. I would recommend specifying how many you can spend like "you may spend a die with a crit icon. . ." or "spend 1. . . "

Vindicator:. . . This card makes me shudder. . . 10 points is VERY VERY cheap for the ability to ALWAYS have defense tokens even with Vader, ignore Nym, NK-7 Ion Batteries, and even a crit card. . .

Eradicator: Wow! Talk about cheap. 12 points to be an Ackbar-esque card that combs with Gunnery Teams and it seems to allow any color so an ISD 2 can add 2 black dice to its attack. . . (you should either specify what color or add the Concentrate Fire dial wording. Also increase the price. . . Anything less than 15 points is too cheap and even 15 points. . . Wow.

Aggressor: Hmmm what to say here. . . You are giving an ISD Adar Tallon's ability but on Crack. . . . Uh. . . That is a 10 point upgrade that takes up a slot. . . The title is just way to cheap.

On to the rebels. . .

Inora: She seems too expensive for what she does. . . I think 26 is more on spot for her. . . Sure you get a token and treat yourself as a 1 lower command ship but she does not work on any command 1 ship.

She is basically a Nebulon-B Commander at the moment for best results and works as a beefed Relentless for command 3 ships.

Amidala's Hope: Change the wording to Distance 1 to 5 and make it like 10 to 12 points, or limit it to once per attack because as a player with the way it is worded right now I could exhaust my Evade, then refresh it, exhaust my Brace than refresh it, etc.

Fortitude: I like it but it is so confusing. . . And so hard to manage. . . It is just convoluted in some ways. It is a much better Commander effect if I am perfectly honest.

Bastion: Another super cheap upgrade. . . There is no reason to not take it if I have the space. A 12 hull Assault Cruiser. . . Talk about the Slashiest of ships!

Ascendant: This one is great but you are giving it an objectives player 2's advantage. Might be too cheap. . .

I agree with every word Lyraeus wrote. I love the idea of custom cards though! keep it coming!

I made my own custom title cards (but gave then silly, nonsensical abilities so I never accidentally tried to use them at the wrong time - one lets me exhaust the opposing commander, for example.)

My problem is that they all print way too dark. I used DA's templates, and they look fine on my monitor. Any tips on that? (No, not gameplay or balance, but I'm bad at PS.)

On to the rebels. . . Inora: She seems too expensive for what she does. . . I think 26 is more on spot for her. . . Sure you get a token and treat yourself as a 1 lower command ship but she does not work on any command 1 ship.

She is basically a Nebulon-B Commander at the moment for best results and works as a beefed Relentless for command 3 ships.

This is my only disagreement. She doesn't work on 1 Command ships, but she is also a Tarkin that can give each ship a different token.

Her ability is quite a bit better than Tarkin's as-is.

On to the rebels. . . Inora: She seems too expensive for what she does. . . I think 26 is more on spot for her. . . Sure you get a token and treat yourself as a 1 lower command ship but she does not work on any command 1 ship.

She is basically a Nebulon-B Commander at the moment for best results and works as a beefed Relentless for command 3 ships.

This is my only disagreement. She doesn't work on 1 Command ships, but she is also a Tarkin that can give each ship a different token.

Her ability is quite a bit better than Tarkin's as-is.

You do get to have tokens and such that are different on each ship but unless they are 2 command ships (Nebulon-B's and MC30's) she requires far more planning than Tarkin.

Think on it. For an Assault Frigate (work horse of a rebel fleet) and an MC80 you have to plan your token and dial. Most would select the same thing starting so it's like have a Raymus Antilles but with a twist. You also have to consider your method of planning commands now which changes drastically.

All in all sure it's like Tarkin but it offers you so many more decisions and as we know. The more decisions you make the more likely you will make a mistake.

Imo, Lariann is too good. Way too easy to get like 3 different full commands in 1 turn. And just having 2 commands is already pretty rough.

Another problem with Lariann i think is that she's just "good": She'll be good in nearly any list. And there isn't truly a list that NEEDS to take advantage of her ability. Unlike Screed. You NEEED screed for glads and raider Overpulse/Avenger.

You really like Dodonna for bomber lists. You really NEED Mothma for some lists.

Maybe push her up to 45?

On to the rebels. . . Inora: She seems too expensive for what she does. . . I think 26 is more on spot for her. . . Sure you get a token and treat yourself as a 1 lower command ship but she does not work on any command 1 ship.

She is basically a Nebulon-B Commander at the moment for best results and works as a beefed Relentless for command 3 ships.

This is my only disagreement. She doesn't work on 1 Command ships, but she is also a Tarkin that can give each ship a different token.

Her ability is quite a bit better than Tarkin's as-is.

Yes and no. Her cheaper point cost is due to the fact that she forces you to build around her ability. This means no CR90's currently and in the future may mean other ships are out as well.

You do get to have tokens and such that are different on each ship but unless they are 2 command ships (Nebulon-B's and MC30's) she requires far more planning than Tarkin.

Think on it. For an Assault Frigate (work horse of a rebel fleet) and an MC80 you have to plan your token and dial. Most would select the same thing starting so it's like have a Raymus Antilles but with a twist. You also have to consider your method of planning commands now which changes drastically.

All in all sure it's like Tarkin but it offers you so many more decisions and as we know. The more decisions you make the more likely you will make a mistake.

I like Inora. Interesting. I feel like there should be some sort of cost in there too though. Like... when you reveal a command dial, immediately plan/place command dials facedown until the command stack is full to the command value again.

Basically, you gotta plan your dials in the middle of turns instead.

I like these cards, especially the commanders. But I feel that they are too cheap/should have some disadvantage. Such as: must spend defense tokens for effect, cannot store command tokens, choose and discard one defense token at start of game. Or limit ability to once per round or only applies to specific commands.

^2

I like the idea of custom cards. Did you say that DiabloAzul has a template? I've been unable to find any on his website, and I'm afraid his thread is too long for me to wade through. Would you happen to have a link to the imagery?

My own interest is actually just having title cards without ability, just lore text.

I like the idea of custom cards. Did you say that DiabloAzul has a template? I've been unable to find any on his website, and I'm afraid his thread is too long for me to wade through. Would you happen to have a link to the imagery?

My own interest is actually just having title cards without ability, just lore text.

https://boardgamegeek.com/thread/1355130/armada-templates

Too many game-breaking abilities.

If Inora makes you spend both dials (ie have to pick two new dials next turn) it would make any rebel 2 command ship into a 1 command ship. That is pretty broken.

Thank you guys for the input! I will be posting some revised text soon, and some other ship type texts before I put them into cards.

Edited by darkfortunex

Imperial Fleet

Admiral Lariann (32)

When spending a Command Token's, their effect may be their Command Dial.

Notes: I feel like she might be too good, but at the same time I don't know. She requires you to have banked Token's ahead of time. Generally the only time that happens for me is the first round or if something causes an excess of tokens to accumulate. I'm not immutable though, so there very well might be situation that make this to powerful.

-Imperial-Class Star Destroyer-

Vindicator (15)

Spending defense token does not Exhaust them. Defense Tokens cannot be discarded.

- Alternate idea: (15) Defense Tokens cannot be discarded when you are defending against a Attack.

- Alternate idea: (15) While defending you may spend 1 defense token that your opponent targeted with a (Accuracy) result.

Incinerator (14)

You my spend die with (Crit) facing icons to deal one face down damage card to the Defender.

Notes: I specifically didn't put a limit on the number of times you can use. Crits aren't a assured even when rolling as big a pool as a ISD, but I did up the price. I might still need the limit. Or specify a color of die it works on.

Eradicator (17)

Before your Attack Step, you may choose to only attack from one hull zone. If you do, add 2 Red or Blue dice to your attack pool while attacking a ship.

Aggressor (12)

(Squadron): Up to two squadrons activated by you do not toggle there Activation Slider.

Rebel Fleet

Inora Avansi (25)

Friendly Ships may Reveal two Command Dials during the Ship Phase. Choose one, resolve it as normal, the other is taken as its Command Token equivalent.

- Alternate idea: (24) Friendly Ships may Reveal two Command Dials during the Ship Phase. Choose one, resolve it as normal, return the other unchanged to the bottom of the command stack.

Note: She does allow you to cycle your commands faster so yes she helps allot, but she also has limited use on small ships. That said, I did think of modifying it so you had to select one ship per-turn. I reduced her cost for the moment, though she has a similar equivalent to the Grand Moff.

-MC80 Star Cruiser-

Fortitude (6)

Increase the maximum Shield value of each of your Hull Zones by 1.

Note: This feels a bit generic now, almost like the Bastion title. However I agree it was too much micromanagement.

Ascendant (15)

You may make both attacks from the same hull zone per activation.

Amidala's Hope (0)

Any time a you spend a Defense Token, you or a friendly ship within Distance 1 - 5 of you may refresh a Exhausted Defense token that was not spent during the same attack.

Bastion (8)

You increase your Hull Value by 4.

Notes: I averaged out Motti's cost across 3 to 4 ship builds, which is 8 and 6 respectively. I agree it was to cheep, though I'm not sure 8 is the right price either, it feels a bit high.

WIP Titles: The (0) just means I haven't thought of a price tag yet.

Imperial Fleet

-Victory-Class Star Destroyer-

Malevolent (0)

(Squadron): Squadrons with the SWARM Keyword, gain a SCATTER Defense Token till the end of the turn.

Destructor (0)

When you make an attack against another ship, the Defending ship cannot use BRACE Defense tokens.

Oppressor (0)

Enemy ships within Distance 1 - 3 cannot activate till after you have activated. If all enemy ships are in Distance 1-3, the furthest from you must activate.

-Gladiator-Class Star Destroyer-

Mauler (15)

Before your Attack Step, you may choose to only attack from one hull zone. You may make your attacks before or after making a maneuver.

Nullifier (0)

You may add a (Accuracy) to a BLANK BLACK die.

Despoiler (10)

When at speed 1 or lower, you can use your Black Dice in Close - Long range attacks.

-Raider-Class Corvette-

Impetus (0)

Add two BLUE die to your Anti-Fighter attacks.

Inexorable (15)

When defending you can reduce attackers Resolved damage total by two, to a minimum of one damage.

Suppressor (0)

Enemy Squadrons suffer one damage for each Activation they are in Distance 1 - 3 of you.

Rebel Fleet

-Assault Frigate Mark II-

Resolve

Aegis

-MC30c Frigate-

Intuition

Endurance

Volition

-Nebulon-B Frigate-

-CR90 Corvette-

Edited by darkfortunex

Last words on Amidala's Hope is not needed. Your opponent can not spend your defense tokens ^_~ yet.

Which makes me want to create a title now. . .

MC30c Endeavor of Peace: 8 You may spend a defense token of a friendly ship within distance 1 to 5.

Nice, I'll throw something together for it. I wish there were more good pictures for the MC30c.

That idea gave me another. Not sure if should be a title or defense modification.

Shield Bulwark (7) (Divination)

When an enamy ship draws line of sight through you to another friendly ship, they must reduce their attack by an additional (1 or 2?)die.

Silly I know, and situational but fun perhaps.

Imperial Fleet

Admiral Lariann (32)

When spending a Command Token's, their effect may be their Command Dial.

Notes: I feel like she might be too good, but at the same time I don't know. She requires you to have banked Token's ahead of time. Generally the only time that happens for me is the first round or if something causes an excess of tokens to accumulate. I'm not immutable though, so there very well might be situation that make this to powerful.

Better wording many be "You may spend Command tokens as if they were Command dials."

This Commander is likely going to replace several upgrades like Nav Team and possibly new upgrades that fit into that suite.

-Imperial-Class Star Destroyer-

Vindicator (15)

Spending defense token does not Exhaust them. Defense Tokens cannot be discarded.

- Alternate idea: (15) Defense Tokens cannot be discarded when you are defending against a Attack.

- Alternate idea: (15) While defending you may spend 1 defense token that your opponent targeted with a (Accuracy) result.

The base ability I feel is near a 20 point title. . . You still ignore Nym, NK-7 Ions and a faceup damage card (crew panic?)

Alternate idea ignores NK-7 Ions and Nym. 15 points seems right.

I love Alternate idea #2 but it is far too expensive. It replaces Electronic Countermeasures so it should be a point less than that maybe 2.

Incinerator (14)

You my spend die with (Crit) facing icons to deal one face down damage card to the Defender.

Notes: I specifically didn't put a limit on the number of times you can use. Crits aren't a assured even when rolling as big a pool as a ISD, but I did up the price. I might still need the limit. Or specify a color of die it works on.

Screed.

Blue dice have a 1 in 4 chance for crits and so do Black dice. On the dream roll of double blue crits and 3 red crits. . . Well. . . Those few times that a player gets 2 or more crits and this card is going to be crazy. . .

Eradicator (17)

Before your Attack Step, you may choose to only attack from one hull zone. If you do, add 2 Red or Blue dice to your attack pool while attacking a ship.

Seems on point.

Aggressor (12)

(Squadron): Up to two squadrons activated by you do not toggle there Activation Slider.

Rebel Fleet

Inora Avansi (25)

Friendly Ships may Reveal two Command Dials during the Ship Phase. Choose one, resolve it as normal, the other is taken as its Command Token equivalent.

- Alternate idea: (24) Friendly Ships may Reveal two Command Dials during the Ship Phase. Choose one, resolve it as normal, return the other unchanged to the bottom of the command stack.

Note: She does allow you to cycle your commands faster so yes she helps allot, but she also has limited use on small ships. That said, I did think of modifying it so you had to select one ship per-turn. I reduced her cost for the moment, though she has a similar equivalent to the Grand Moff.

It is similar to Tarkin and possibly more versatile but it is much more complex which leads to greater chances of mistakes.

-MC80 Star Cruiser-

Fortitude (6)

Increase the maximum Shield value of each of your Hull Zones by 1.

Note: This feels a bit generic now, almost like the Bastion title. However I agree it was too much micromanagement.

You can also add to its engineering value for 3 or 4 points.

Ascendant (15)

You may make both attacks from the same hull zone per activation.

Amidala's Hope (0)

Any time a you spend a Defense Token, you or a friendly ship within Distance 1 - 5 of you may refresh a Exhausted Defense token that was not spent during the same attack.

Bastion (8)

You increase your Hull Value by 4.

Notes: I averaged out Motti's cost across 3 to 4 ship builds, which is 8 and 6 respectively. I agree it was to cheep, though I'm not sure 8 is the right price either, it feels a bit high.

WIP Titles: The (0) just means I haven't thought of a price tag yet.

Imperial Fleet

-Victory-Class Star Destroyer-

Malevolent (0)

(Squadron): Squadrons with the SWARM Keyword, gain a SCATTER Defense Token till the end of the turn.

Destructor (0)

When you make an attack against another ship, the Defending ship cannot use BRACE Defense tokens.

Wow. . . Just wow! Only 2 ships in the game currently ignore this game. . . I would recommend changing this to adding a free accuracy per attack like Bossk but without the damage requirement

If you stick with the original I would recommend 14 points and if you go with the alternate and 8-9 points.

Oppressor (0)

Enemy ships within Distance 1 - 3 cannot activate till after you have activated. If all enemy ships are in Distance 1-3, the furthest from you must activate.

-Gladiator-Class Star Destroyer-

Mauler (15)

Before your Attack Step, you may choose to only attack from one hull zone. You may make your attacks before or after making a maneuver.

Nullifier (0)

You may add a (Accuracy) to a BLANK BLACK die .

Despoiler (10)

When at speed 1 or lower, you can use your Black Dice in Close - Long range attacks.

-Raider-Class Corvette-

Impetus (0)

Add two BLUE die to your Anti-Fighter attacks.

Inexorable (15)

When defending you can reduce attackers Resolved damage total by two, to a minimum of one damage.

[qupte]Suppressor (0)

Enemy Squadrons suffer one damage for each Activation they are in Distance 1 - 3 of you. I think reducing this to distance 2 is good and about 8 points maybe 10 for the original version.

Nice, I'll throw something together for it. I wish there were more good pictures for the MC30c.

That idea gave me another. Not sure if should be a title or defense modification.

Shield Bulwark (7) (Divination)

When an enamy ship draws line of sight through you to another friendly ship, they must reduce their attack by an additional (1 or 2?)die.

Silly I know, and situational but fun perhaps.

What about accumulating Obstructions?

Nice, I'll throw something together for it. I wish there were more good pictures for the MC30c.

That idea gave me another. Not sure if should be a title or defense modification.

Shield Bulwark (7) (Divination)

When an enamy ship draws line of sight through you to another friendly ship, they must reduce their attack by an additional (1 or 2?)die.

Silly I know, and situational but fun perhaps.

What about accumulating Obstructions?

I'm guessing you mean multiple ships with the same card?

Could add a line about that.

Shield Bulwark (7) (Divination)

When an enamy ship draws line of sight through you to another friendly ship, they must reduce their attack by an additional 2 die. If their attack would cross more then one ship with the same modification only the first in the line is counted.

Alternative - When an enamy ship draws line of sight through you to another friendly ship, you my choose to suffer 2 damage to one of your hull zones. If you do reduce the resolved damage to the friendly defending ship by 2.