Kuat Drive Yards - Armada Custom Card/Dial Maker

By ThatRobHuman, in Star Wars: Armada

It's a process, nobody expects the site to be perfect out of the gate. As is Kuat Drive Yards is an amazing fan resource, continued upgrades to the site are icing on the cake. Thanks again for all your hard work FoaS!

I haven't quite figured out the new faction entry process yet, but Rebels has offerd up a new option, the Mining Guild.

http://www.starwars.com/tv-shows/star-wars-rebels/the-call-concept-art-gallery

We have got to add in this faction.

Only tha fact that it is Valentines Day has kept me from taking a set of clippers to some of my TIE fighters, and giving them a new yellow paint job already. I may even paint my third GSD as a Mining Guild command ship, possible with a couple of CR90s as escorts.

As you can see, I am loving this idea.

Okay - I think I've got it fixed. Make sure you do a test print, just to make sure you understand how your printer feeds paper in.

I highly recommend using adobe acrobat as Google Chrome's native PDF reader will not auto-center, which means that the content comes out mis-aligned.

Next up: little faction tokens.

Cynan,

I'm very curious about this new faction. Sounds like the Canonization of the CSA, maybe. Only time will tell.

The Mining guild was mentioned in the New Dawn book as well if I recall. General an assembly of corperations functioning under the unmbrela if a union or labour pact. They also seem to be interested in self security and operational freedom to persue their economic goals. I don't believe they are territory specific like the CSA however. Think they would suit the Mercs faction?

Edited by Wes Janson

They might be best in mercs, but they might warrant their own faction, too - only time will tell really. I suggest we let Rebels unfold for a little while and see how they fit into the 'verse.

Ok, but they were already Canon, after being mentioned in Empire Strikes Back. During the conversation on the way to the unexpected meal with Vader. Cloud City was "small enough" not to be noticed by the Mining Guild. That implies a large organisation with a considerable amount of autonomy within the Empire.

For now, I will utilise the Mercenary faction for my Mining Guild ships and squadrons.

Good point! I hadn't thought of that line in ESB.

Edited by FoaS

I finally got the faction tokens working.

I think that's all the major features that I had planned that won't need a major overhaul.

For now, I collapse. I'll check in with you folks after work tomorrow.

Good hunting.

So I've been doing some thinking about Cross-faction ships and various faction's order of battle.

we all know that some ships see duty in everyone's order of battle. The Nebulon-B, for example, is fairly ubiquitous: it shows up in the empire, the rebellion, and sometimes in the hands of rich pirates and other mercenaries. Because of that, I'm okay with that ship having Ship Cards for each faction - it makes sense.

For another scenario, I'm going to use the Lucrehulk as the example. Now, the Lucrehulk is a Seperatist fleet and is a mainstay of their order of battle. As such, there's a republic Ship card for the Lucrehulk - so far, duh.

But let's say that the Rebels were able to get their hands on one lowly Lucrehulk. Well, it's not their standard order of battle, is it? So I don't think it should warrant a full Ship card, because that implies that they are widley available. But what if we make it so that you can use a Rebel Lucrehulk Title for a Separatist ship, even though there is no generic Rebel Lucrehulk? This means that you can use the Separatist version of the ship, but ONLY if you use the Rebel title.

This is really important for my Campaign rules, because once you lose that title'd Lucrehulk, that's it - that's the only Lucrehulk you could get your hands on (unless you do some jiggery pokery with campaign bonuses).

Cross-posted from DA's thread. All of the Rebel and Empire ships, squadrons, and Upgrades are now up on KDY except those that are incomplete. I'll get the republic and separatists up tomorrow.

I still have some Liberty playtests to run, soo much on the list. Much like the boarding craft.

Alright folks,

With very few exceptions, everything on Armada Shipyards is up on KDY.

Things missing are XQ platforms, mostly because I wasn't sure if they have been finalized yet, The liberty, the Venator (because I know they are being re-worked), the Providence, the separatist squadrons, and the jedi fighter squadrons (the last one is because DA talked about doing generic version and I wanted to wait for those before I added the hero versions).

Edited by FoaS

I've been having fun coming up with squadrons and a handful of upgrade cards, so I took my first swing at my own ship and I'll be honest: I have no idea what I'm doing. I just kind of threw a concept together and said "Let's see what people think!"

681h.jpg

Suggestions and advice in General ship-design tips, specific feedback for this ship in particular, or even better: ideas on how to make the Hapan Consortium stand out as a faction are most welcome.

Edited by FoaS

On a user request, I've added Elite: When attacking, you may reroll 1 die.

I've also added a new defense token Deflect: The defender rolls a number of red dice equal to your current shields that has the attacking ship or squadron in arc. For each die that contains a hit icon, reduce the damage total by one.

EDIT: Changed the odds of the deflect result to be 37.5% chance instead of 50%

Edited by FoaS

I've been having fun coming up with squadrons and a handful of upgrade cards, so I took my first swing at my own ship and I'll be honest: I have no idea what I'm doing. I just kind of threw a concept together and said "Let's see what people think!" 681h.jpg Suggestions and advice in General ship-design tips, specific feedback for this ship in particular, or even better: ideas on how to make the Hapan Consortium stand out as a faction are most welcome.

Imps are high hull, lower shield front arc heavy, Rebels are lower hull, higher shield, broadside heavy. If you want a unique feel, go with hig maneuverability, lighter gunned ships that can almost always double arc, or some other theme, that better suits the Hapan Consortium.

Good notes - I'll see what I can come up with :)

So am I the only one having fun in the damage cards section? Come on guys, let's have some fun thinking of creative ways to destroy ships!

Like so:

Crew Mutiny

Remove 1 command token per turn. If there are no command tokens, gain 1 board token.

The smaller ships like the Gozanti, Mobquet & GR75 are now also available as squadron silhouettes. As always, drop me c a c line if you need something you dont see.

Alright, we've mentioned it before, but do we want to try to develop something to help people cost their units? A dedicated option that can be flipped to allow users to submit cost suggestions, an article (I can write that up) about how to cost units, a built-in estimator based on the BGG formulas? Thoughts, comments, questions, concerns?

An excel file to do that has been on my t p do list. Just haven't got to it yet.

So sure.

Well, there are comments, but it might be neat to have an aggregated average of user-suggested point costs... I'll think it over.

Admins and Contributors are free to add articles - I'll gladly contribute, but as I said, I'm fairly bad at costing myself.

My 3d printer just arrived... let's see how this progresses, eh?

Also, I'm curious what people think about Deflect and Decoy as defense tokens. Thoughts?

Edited by FoaS

I havent had a chance to try them out yet, part of why I haven't used them yet. I really just need to run a few solitar engagements just to get a feel for them.

I spent today tweaking some functionality. The dice system is more flexible now, and can KDY can now support home-brew dice. I've already added my Gold dice to the mix. You can check out what the effects of the dice are here: http://kdyards.com/reference.php

FoaS, can you post the color codes in the admin page?