Need help designing a 'mission pack' for Armada

By D503, in Star Wars: Armada

Hi all

I want to design a 'mission pack' for Armada. Maybe in future, this will be another card set that can be available for purchase, with the help of DiabloAzul, and will be designed to use ships available from Mel's Miniatures.

The set will be designed to add missions and scenarios that will add to the narrative aspect of the game in a flexible way, using non-combat ships as objectives that will (probably) not be made redundant by further expansions.

I have tried to keep it relatively light, but the purchase list for required materials will be:

From Mel's Minatures

  • An XQ5 station
  • A BFF-1 Transport
  • A Consular class transport
  • 3x GR75 transports
  • 3x Action transports

From FFG:

  • 1 Rouge and villains pack (the small transports will be mounted on squadron bases, and having an extra firespray and YT2400 with the change will not hurt you!)
  • 2 small ships (probably neb-Bs for the upgrade cards)
  • 1 large base from X-wing (for the XQ5 station)

New ship cards needed:

  • An XQ5 station (available from DiabloAzul)
  • A BFF-1 Transport (available from DiabloAzul)
  • A Consular class transport (available from DiabloAzul)
  • Squadron card for the GR75 (not available)
  • Squadron card for the Action Transports (not available)
  • 10 narrative mission cards - each the size of a ship card, as there will be a few extra rules.
The 'squadron' transports will be 5 health, speed 2, heavy, grit and have no armament.
The basic idea is that you can choose a mission and tailor lists, or roll a D10 to find a mission randomly. Each mission will have a themed victory condition that affects the next mission for either player 1 or 2, so you can roll the missions together into a narrative campaign where the outcome of one mission affects the next.
Here are my ideas for missions:
  1. The Pinata - a BFF-1 has been damaged in an asteroid field. The transport is placed on the centre line, player 2 places all obstacles around it. 5 loot tokens are distributed around the transport by both players. Pick 1 loot up by ending a squadron on it and returning to touch a ship. Destroyed ships and squadrons drop loot. (Victory condition: Next game, receive 1 randomly dealt upgrade card for each loot token you take to put in your fleet)
  2. The VIP - a consular class ship is placed on the centreline. it is containing a random admiral, dealt face down. Player 2 chooses which way along the centreline it flies at speed 2. Ram the consular with a ship to pick it up. If that ship is destroyed, re-place the consular and it continues flying to it's objective. If player 2 picks up the VIP, they get the effects of a second admiral for the remainder of the game. If player 1 picks up the VIP, it is a prisoner and cannot be used. (Victory condition: Next game, winner receives the benefit of a 2nd free admiral, randomly assigned.)
  3. Escort - Player 2 has to escort the BFF and 3 transports off the enemy board edge from their deployment zone. Transports are worth 50 points, BFF is worth 100. BFF may be upgraded with cards re-assigned from player 2's ships. (Victory condition: Next game, winner may choose the narrative mission)
  4. Allied station - the XQ-5 is placed on the centreline, and assigned to player 2. All of player 2's squadrons are placed around it. Both players then may choose 50 points of extra squadrons to have with their fleet. Destroying / protecting the station is worth 100vps. (Victory condition: ?)
  5. Pirate round-up - all 6 transports are placed on the map by player 1. They sail towards a token placed by player 2 before entering hyperspace after touching the token. They can be captured by ramming them with a ship. Capturing a transport is worth 25 vps. Transports may be deliberately targeted and destroyed, and entangled with 2+ squadrons, as they have grit. (Victory condition: ?)
  6. Station evacuation - the XQ5 is placed with the BFF, Consular and 3 transports touching it's base. they have to escape from player 2's board edge. Player 1 gets a 500 point fleet - the regular 400, plus 100 extra tailored to fight the mission, AFTER LISTS ARE REVEALED. Transports are worth 25 points, BFF/consular is worth 50. Upgrades can be assigned to the station or the BFF/consular in the regular way. points are gained for destroying or rescuing transports. (Victory condition: ?)
  7. Crush them! - Player 1 chooses 200 points extra, tailored to fight the mission, AFTER LISTS ARE REVEALED. They get 50% vps for destroying ships, player 2 gets 200% VPs for sailing their ships off player 1's table edge. (Victory condition: ?)
  8. Mirror mission (see below)
  9. Mirror mission (see below)
  10. Mirror mission with Imperial Assault sub-mission (see below)
Edited by D503

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I was hoping someone far more creative than I would do this. Sounds cool thus far!

I was hoping someone far more creative than I would do this. Sounds cool thus far!

Thanks, but this is not something I can do by myself. I need help balancing the missions, play testing them, and of course designing and printing the actual cards.

For the moment, I need suggestions on the content of the missions!

I like these ideas, but these sound like more "involved" objectives. Good though! Not too complicated. Easy to grok.

I really wish there was a story mode to this game. Heck, even some AI or some derp I could shoot up with a friend who isn't nearly as vested into competition as I.

I will see what I can come up with. Already have the wheels turning...

I am working on some 'mirror matches', where the players shouldn't fire on each other (much, hehe) and work to complete an objective, sometimes controlled by a 3rd player.

PROPAGANDA! (mirror match) - A grand admiral position is up for grabs, and the player that makes the best propaganda video will likely get it. Player 1 and 2 are mirror factions, and 200 points of the opposite faction plus all mission ships are placed on the board as neutrals, no less than medium range from a board edge. Player 2 places a neutral ship/2 squadrons first, then they alternate. Deploy terrain in the same manner. Players gain points for inflicting damage to neutrals as follows: 2 points for red damage, 3 for blue, 5 for black. Neutral ships will not return fire, but neutral squadrons will return fire if engaged. Damage caused by engaged neutral squadrons counts as -2 points. Taking a card of damage from ramming a neutral ship gives you -10 points as you look like an idiot on camera.

Player 1 and player 2 may only shoot at each other if the LOS is blocked by a neutral ship or squadron.... but get double points for doing so, as they can crop the image to look like the opposite admiral is getting a pasting from the enemy!

If you have a 3rd player, you can make the neutrals fight back, and any inflicted damage causes -2 points.

I played 'propaganda' last night with my wife. Really, really funny watching ships jockeying for position trying to broadside their buddies and blame it on a GR-75 transport!

Catch the Millennium Falcon (mirror match) - Make a lot of asteroid fields out of paper. Take turns to place them on the board - no asteroid field may be within medium range of any other. Keep placing asteroids until you can place no more. The Millennium Falcon is placed on the centre spot, and is controlled by a 3rd player. The player that kills the Millennium Falcon wins. If the Millennium Falcon flies off a board edge, player 3 wins. Player 1 and 2 may only fire at ships/squadrons that are currently overlapping an asteroid field..... asteroids are dangerous!

The last mission I want to have some kind of tie-in with imperial assault, whereby 2 players compete to deliver a team of saboteurs to a space station while resisted by a 3rd player, then fight a skirmish battle on the station. The winner of the station skirmish and player 3 then become allies, to finish the battle in space. I don't really know how Imperial Assault works for this one though, so I would need help.

Edited by D503

Regroup for another attack:

Both fleets represent the survivors of a massive battle. To represent this, spread 15 damage between all the ships in each fleet. All squadrons start at half strength rounded up.

Ships may be deployed anywhere on the play area. No ship or squadron may be placed within medium range of a friendly ship or squadron, or long range of an enemy ship or squadron.

Up to 1/3 of each fleet's ships and squadrons may be held in reserve, but may only deploy along the players edge on the 2nd or 4th turn.

I am currently throwing together a Katana fleet mission. Both sides racing to the location, Dreadnaughts as terrain/objectives. Using some of Shipyard's boarding craft. I like the ideas. No need to stick to 400 pt casual games with the game group.

I thought of a Katana fleet mission, but having 3 dreadnoughts on medium bases as objectives is too much of an ask for 3D printing. If FFG makes dreadnoughts in future though, I personally will buy 3 for exactly that reason.