New Admiral Abilities

By Nickvr628, in Star Wars: Armada

We seem to have a lot of different admiral abilities for fleets, what more do you think they could add to round out the game? I have a few ideas...

IMPERIAL:

  • Admiral Somethingorother - Pick one enemy ships. That ship must activate last this turn. (Maybe with the Immobilizer expansion?)

  • Captain Whatshisname - On turn 5, you get first ship activation, as if you were player one.

REBEL:

  • Commander Noname - When a friendly ship activates, choose not reveal a command dial. If you do not reveal the dial this turn, treat the speed as 4, and you cannot make any attacks.

What abilities do you think the new admirals should have?

Edited by Nickvr628

General Horton Salm- During the activation phase, you may activate three squadrons as though they were activated in the squadron phase. If you do, do not activate a ship.

Rebel Commander Flyboy - your fleet may spend up to half its points on squadrons

Id love to see a rebel (or maybe both) admiral that made a certain number of squadrons per turn rogue.

Like to see a admiral that reduces all ships commands by 1 dail to min of 1.

Or grand admiral thrawn, that lets one ship a turn act like it has a intell officer.

Maybe one that increases squadrons count of all ships by 1

A rebel. Version of motti that increase a ships shields by1 or 2. So a mc80 goes from 4/4/4/3 to 6/6/6/5. Amd a nen b side shields would become 2 but 5 upfront

A rebel. Version of motti that increase a ships shields by1 or 2. So a mc80 goes from 4/4/4/3 to 6/6/6/5. Amd a nen b side shields would become 2 but 5 upfront

NO!!!!! bad poster.....get back in your cage.

Admiral Shorthairs: allows your ships to keep a 2nd command token of one type for each ship

Flyboy Admiral: All squadrons may, after they have moved, move an additional distance 1.

Anyway just a thought ;)

Edited by Kiwi Rat

Admiral Calrissian: You may discard a defense token to have the attacker reroll any number of dice in his or her attack pool.

(Imperial Admiral) - When when making an attack at distance 1, a squadron may add a die of any colour already in its attack pool. If it does so, it may not move this activation.

Similar in some ways to an Imperial Yavaris, this admiral allows squadrons to trade movement for extra firepower. This version is explicitly limited to distance 1 however due to the existance of Rhymer. It also works by increasing the power of a single attack rather than allowing for double attacks (an importanct distinction when it comes to defence tokens and various missions).

(25) Admiral Fleet Reserves: If a small based ship of yours is destroyed it can be returned to play with no upgrades at the beginning of your turn 4 in your set up area.

(25) Admiral Hyper-support: A single small or medium based ship may be kept in reserve and deploy at 2 of your command ship at the beginning of any of the second players rounds.

(35) Admiral All Power: Ships may remove a shield at the beginning of there activation and generate a Command Token of any type.

(25) Admiral Critical Hit: When preforming an attack on a ship you may sacrifice an Critical Hit role to flip one face down damage card of your choice on the target face up.

(25) Admiral Ordinance: Increase all Black dice pools on ships by 1.

(30) Admiral Wing Commander: Ships can activate 2 additional squadrons with Squadron Commands.

(35) Admiral Fighter Reserves: One generic fighter of yours that was destroyed last round can be deploy within 2 of this ship.

(40) Admiral Flight Instructor: All squadrons reduce damage they take from an attack by 1 to a minimum of 1.

(25) Admiral Bombings: Bombers may add an additional blue die to their attack roll if they were activated by a Squadron Command and have not moved.

(75) Admiral Bling Support: Increase your Squadron point cap by 75.

Edited by F0RGED