Hello fellow admirals, my circle and I have been working on a homebrew cards and ships for a certain universe featuring giant robots and exploding space ships.
We have been theory crafting some cards and I would appreciate any feedback on our most hotly debated category; offensive retrofits.
Ordnance Refit (A) - 5pts
(Squadron command/token) This ship may forego activating allied squadrons to instead equip up to its squadron command/ token number limit of squadrons with concentrate fire tokens, up to its standard squadron activation range. Squadrons may only hold up to a maximum of 1 token, any excess must be discarded.
Ordnance Refit (B) - 7pts
(Squadron command/token) Activated squadrons with the bomber keyword my increase their bombing die by 1 red die. Squadrons without the bomber keyword may instead act as if they do.
Fighter Reserves (A) - 5pts
(Squadron command only ) This ship may forego activating allied squadrons to instead replenish the HP of non-unique squadrons up to its squadron command value divided among close-medium range squadrons.
Fighter Reserves (B) - ?pts
(Squadron command only) This ship may forego activating allied squadron to instead replenish the HP of non-unique squadrons up to double its squadron command value divided among close range squadrons.
Assault shuttles - ?pts
(Squadron command only) This ship may make an immediate attack on a close range hostile ship that has a non-shielded hull zone. The attack value is black die equivalent to its squadron score, this attack cannot be modified by any upgrade cards but is still affected by commander abilities.