What do you guys think about squadron upgrades? Cheap, largely 1 use only type upgrades (I'm thinking mostly ordnance and such). Here's some ideas/examples I came up with. The balance may need some tweaking, but I think this could help keep the meta fresh. Some of these ideas might end up being subsumed by fleet upgrades with Flotillas, we'll have to see.
- Engine Upgrade. 2 pts. When you activate this squadron, discard this card to treat your speed as "4" until the end of the activation.
- <menacing adjective> Torpedoes . 1 pt. Bombers only . When you activate this squadron to attack a ship, you may discard this card to re-roll one of your attack dice.
- Self Guided Missiles/Torpedoes . 1 pt. Bombers only . When you activate this squadron, you may discard this card to extend your squadron's battery attack to close range (instead of range 1). Critical effects cannot be resolved for this attack.
- Proton Rockets . 1 pt. When activating, even if you are engaged, you may discard this card to make a Range 1 <red battery> attack. After you perform this attack, all enemy engaged squadrons may make a COUNTER 1 attack against you.
- Advanced Targeting Computer . 2 pts. When you make a COUNTER attack, you may reroll 1 die. The first time you are reduced to 1/2 your original hull (or lower), discard this card.
- Evasive Maneuvers . 2 pt. Escorts only. When you are attacked by an enemy squadron with whom you are engaged, you may discard this card and toggle your activation slider for the round. If you do, you may treat that attack as if it were modified by the "Scramble" defense token. You can not use this card if you have already activated this round.
- Squadron Leader . 2 pts. Unique upgrade card . When you are activated by a squadron command, after you move, you may apply the balance of the originating ship's squadron points using yourself as the originating location (for the purpose of determining distance to other friendly squadrons.)
- Spotter . 1 pt. Heavy only. If you are at Range 1 of an enemy hull zone being attacked by a friendly ship on its activation, you may toggle your slider to "activated" for this round. If you do, any attacks coming from that ship are not considered to be obstructed (even if they are), and the attacking ship may re-roll a single die during each of its attacks against that hull zone.
- Skirmisher. 1 pt Speed 3+ When you are required to be re-positioned by virtue of overlap from an enemy ship, you may be placed at up to range 1 of the overlapping ship.
- Scramble Comms . 2 pts. Intel only. If you are at Medium range of an enemy ship executing a squadron command, you may toggle your activation slider for the round and discard this card. If you do, the Squadron command can only be resolved as a token, not a command dial.
Edited by Rocmistro