So no?
What card would you design?
No.
In truth, we kinda pieced a bunch of the card together based on educated guesswork, and really, we're pretty confident it lets you hold up to your Squadron Value off the board, but we don't know wether it lets you drop all of the squadrons at once, or wether its one squadron at a time....
Awesome in one, Terrible in the other...
And we're otherwise living in hope that we'll get something soon in the way of spoilers...
How about some love for a defensive retrofit slot? Perhaps something that boosts a shield total on front/rear or left/right by 1, being a modification in the vein of Enhanced Armaments.
If you'd prefer something more thematic maybe when one hull zone reaches 0 shields, discard this card to add 2 shields?
Honestly I'm trying to think outside of the box. Adding to the ability to blow stuff up is easy. Despite believing that we need more anti squad fire from ships.
How about some love for a defensive retrofit slot? Perhaps something that boosts a shield total on front/rear or left/right by 1, being a modification in the vein of Enhanced Armaments.
If you'd prefer something more thematic maybe when one hull zone reaches 0 shields, discard this card to add 2 shields?
Honestly I'm trying to think outside of the box. Adding to the ability to blow stuff up is easy. Despite believing that we need more anti squad fire from ships.
I was thinking of a modification for 12 points that reduces damage by 1 when you spend a redirect, in addition to its normal effect.
Also, I am going to apologise for my comments on the thread, as well, in case they were taken as me "shooting people down"...
It was not my intent. It was so much not my intent, that I did not realise that possibility existed, until I was messaged.
...
I'm not the most creative of individuals - so actually coming up with Ideas of my own.... Noooot that great ....
But having a solid rules and design basis, I can certainly tweak wording (and sometimes intent and rules) to bring things more "in line" with what we already have...
So, I guess is... I'm sorry, I won't be able to design many cards of my own.
But I can FFG-ize your cards fairly effectively.
Also, I am going to apologise for my comments on the thread, as well, in case they were taken as me "shooting people down"...
It was not my intent. It was so much not my intent, that I did not realise that possibility existed, until I was messaged.
...
I'm not the most creative of individuals - so actually coming up with Ideas of my own.... Noooot that great ....
But having a solid rules and design basis, I can certainly tweak wording (and sometimes intent and rules) to bring things more "in line" with what we already have...
So, I guess is... I'm sorry, I won't be able to design many cards of my own.
But I can FFG-ize your cards fairly effectively.
I dunno, I find that to be VERY helpful.
Rapid-fire Laser Clusters.
6 points.
While attacking a squadron at close range, (crits) adds one point of damage to the result.
Edit: Almost the same thing as what Sybreed would do, it seems - nearly-ninja'd
that would make point defense reroute completely worthless though . It needs to be around 7-8 points IMO!
That's very funny. I'm pretty sure that's not a real card or I would have seen someone use it already.
Not super original, I grant, but I'll take effectiveness over originality.
Not super original, I grant, but I'll take effectiveness over originality.
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That is practically the Imperial motto!
Point defense officer = You may reroll one anti-squadron dice per squadron attack.
So would work with regular, or Quad-Laser Turrets counter attacks. 4-6 pts.
For a Defense slot: Auto-Defense Batteries = When a ship attacks you, after it's attack is resolved, attack that ship with a pool of one die of any color; this dice pool cannot be increased or decreased, but can be modified. 8 pts
Given that it seems like FFG prices blue dice upgrades the same as black dice upgrades (see: Rapid Reload and High Capacity Ion Turbines both 8 points), I sure could go for an Ion Experts for blue dice rerolls and/or an Expanded Launchers for blue dice. Would absolutely make me consider Raider-IIs and/or VSD-IIs more often on the Imperial side.
Not super original, I grant, but I'll take effectiveness over originality.
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Leading Shots not good enough for you?
Given that it seems like FFG prices blue dice upgrades the same as black dice upgrades (see: Rapid Reload and High Capacity Ion Turbines both 8 points), I sure could go for an Ion Experts for blue dice rerolls and/or an Expanded Launchers for blue dice. Would absolutely make me consider Raider-IIs and/or VSD-IIs more often on the Imperial side.
Not super original, I grant, but I'll take effectiveness over originality.
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Leading Shots not good enough for you?
For smaller ships it is absolutely not. It's great on bigger ships, but you'd never really want to use Leading Shots on a CR90B or Raider-II. It's also (for me anyways) not quite appealing enough on a VSD-II. Once you get to 7+ dice pools, then the dice give-up is pretty tolerable, though.
Given that it seems like FFG prices blue dice upgrades the same as black dice upgrades (see: Rapid Reload and High Capacity Ion Turbines both 8 points), I sure could go for an Ion Experts for blue dice rerolls and/or an Expanded Launchers for blue dice. Would absolutely make me consider Raider-IIs and/or VSD-IIs more often on the Imperial side.
Not super original, I grant, but I'll take effectiveness over originality.
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Leading Shots not good enough for you?
For smaller ships it is absolutely not. It's great on bigger ships, but you'd never really want to use Leading Shots on a CR90B or Raider-II. It's also (for me anyways) not quite appealing enough on a VSD-II. Once you get to 7+ dice pools, then the dice give-up is pretty tolerable, though.
Would they also work for AS fire?
Edited by Drasnighta
Given that it seems like FFG prices blue dice upgrades the same as black dice upgrades (see: Rapid Reload and High Capacity Ion Turbines both 8 points), I sure could go for an Ion Experts for blue dice rerolls and/or an Expanded Launchers for blue dice. Would absolutely make me consider Raider-IIs and/or VSD-IIs more often on the Imperial side.
Not super original, I grant, but I'll take effectiveness over originality.
![]()
Leading Shots not good enough for you?
For smaller ships it is absolutely not. It's great on bigger ships, but you'd never really want to use Leading Shots on a CR90B or Raider-II. It's also (for me anyways) not quite appealing enough on a VSD-II. Once you get to 7+ dice pools, then the dice give-up is pretty tolerable, though.
--Misread the Question, Disregard--
Given that it seems like FFG prices blue dice upgrades the same as black dice upgrades (see: Rapid Reload and High Capacity Ion Turbines both 8 points), I sure could go for an Ion Experts for blue dice rerolls and/or an Expanded Launchers for blue dice. Would absolutely make me consider Raider-IIs and/or VSD-IIs more often on the Imperial side.
Not super original, I grant, but I'll take effectiveness over originality.
![]()
Leading Shots not good enough for you?
For smaller ships it is absolutely not. It's great on bigger ships, but you'd never really want to use Leading Shots on a CR90B or Raider-II. It's also (for me anyways) not quite appealing enough on a VSD-II. Once you get to 7+ dice pools, then the dice give-up is pretty tolerable, though.
Would they also work for AS fire?
Sure would.
I should also mention that they wouldn't work on CR90Bs just due to the fact that they lack a weapon team slot. Realized that one about five minutes after I submitted the last response and headed out the door. Derp. So they'd basically have a potential use on Raider-IIs, VSD-IIs, maybe ISD-IIs or Liberty MC80 Star Cruisers. Giving up the Gunnery Team is a tough sell, though, on the larger ships.
If I had to choose between the two, I'd take Expanded Ion Launchers, though. You better believe that would get some play! Raider-IIs with 4 blue and 1 black front arc? Oof. That's a dedicated flotilla murderer right there.
Edited by SnipafistI'll try a few ideas...
Decoy Formation
Unique Fleet Support upgrade (9 points)
Rough rules text: When another friendly ship at range 1-3 is destroyed, you may immediately equip one of its unique upgrade cards to this ship, provided that this ship may legally equip it. Then, discard this card.
- The obvious use is to say "Whoops, actually Dodonna was on this other flotilla instead of the one that just blew up." But it could actually be a decoy for a destroyed flagship of any type. Or an officer, or whatever.
- Frustratingly, it's almost impossible to define the rules of this effect in natural language without being lengthy as hell.
- Your opponent gets the fleet points for the upgrade card on the first ship, but not on the decoy ship. It would probably be more logical for your opponent not to get the points, as it turns out those characters didn't die after all, but this makes more sense for balance.
- It's unique, so this trick can only be done once per fleet per game.
- Right now, the restrictions on this card make it appropriately applicable only to commanders and unique officers. Maybe some day there would be weird interactions from unique offensive retrofits or flotillas with other upgrade slots, but I'm not convinced that those would be unthematic for this.
- Wikia indicates that there's a category of Crew upgrade cards, but as far as I know that isn't a true defined term in the game.
Civilian Convoy
Unique Fleet Support (Rebel only; 0 points)
Your Squadron value becomes 0. Your battery armament becomes "-" in all arcs. At the end of the game, if this ship survives, add its cost and the cost of any of its upgrades to your score. If it is destroyed, double the points for the ship and any upgrade cards that your opponent receives.
- A gamble card. Deploy some civvies who have to be babysat. A tempting target for your opponent to chase, and a modest reward if you can keep it safe.
- One flotilla becomes a near-empty platform. No attacking, and no squadron pushing. It has a token anti-squadron defense and can be used as a deployment or a risky blocker, but otherwise is a vulnerable target to protect in battle.
Detention Convoy
Unique Fleet Support (Imperial only; 5 points)
When an enemy ship at distance 1-5 reveals a command, you may assign a command token of the same type to a friendly ship at distance 1-5. If an enemy ship ends its maneuver at distance 1 of this ship, and no other friendly ships are at distance 1 of this ship, this ship is destroyed.
- Prisoner interrogation, but your opponent can stage a rescue attempt.
R2-D2
Unique Rebel Support Team (6 points)
When you reveal an Engineering command, a friendly ship at range 1-3 may refresh one defense token.
Shield Polarizer (5 points)
Defensive Retrofit
Engineering: When you move shields or transfer shields, you may exceed a hull zone's maximum shield value by 1, as long as no other hull zones exceed their maximum values.
Astromech Team
Support Team (1 point)
Before you are dealt a faceup damage card with the Ship trait, you may discard this card to discard that damage card.
- Clearly just the flip side of the Medical Team upgrade.
- Definitely more thematic for the Rebels, but in the interest of balance and in recognition of R2-Q5 , we'll leave it open to Imperials too.
Hologram Chamber
Offensive Retrofit (Imperial only; 6 points)
Modification. Must be equipped on flagship.
When you reveal a command, you may spend a command token to change that command to any other command.
- Now your commander can receive instructions directly from Palpatine! Not useful in all fleets, but some builds would like this. Like, appropriately enough, Vader.
- Like a Defense Liaison plus a Weapons Liaison, but as expensive as both of them combined. The Modification trait and the restriction to flagship-only also have a teeny impact on its value. But for the convenience of a universal Liaison, you pay for all four commands, when by definition you will only ever have three options of what you want to switch to.
On a CR90b or raider 2 you might as well take SW7s and call it good. Unless you're going for some super janky blue crit build? Because if you are I'd want better (or at least more consistent) blue crit effects to go with it
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Would they also work for AS fire?
Sure would.
I should also mention that they wouldn't work on CR90Bs just due to the fact that they lack a weapon team slot. Realized that one about five minutes after I submitted the last response and headed out the door. Derp. So they'd basically have a potential use on Raider-IIs, VSD-IIs, maybe ISD-IIs or Liberty MC80 Star Cruisers. Giving up the Gunnery Team is a tough sell, though, on the larger ships.
If I had to choose between the two, I'd take Expanded Ion Launchers, though. You better believe that would get some play! Raider-IIs with 4 blue and 1 black front arc? Oof. That's a dedicated flotilla murderer right there.
Would that be one or 2 more blues? Cause Raider 2 base is 3 blues 1 black.
On a CR90b or raider 2 you might as well take SW7s and call it good. Unless you're going for some super janky blue crit build? Because if you are I'd want better (or at least more consistent) blue crit effects to go with it
It would be more useful for Raider-IIs that want to be flotilla hunters as they're looking for accuracy results or for ion cannon upgrades that want the blue crits. It seems super janky now (because it is) but with an appropriate helper card, blue crits could be actually somewhat reliable. It would certainly give me cause to consider the blue crit upgrades more than I currently do.
On a CR90b or raider 2 you might as well take SW7s and call it good. Unless you're going for some super janky blue crit build? Because if you are I'd want better (or at least more consistent) blue crit effects to go with it
It would be more useful for Raider-IIs that want to be flotilla hunters as they're looking for accuracy results or for ion cannon upgrades that want the blue crits. It seems super janky now (because it is) but with an appropriate helper card, blue crits could be actually somewhat reliable. It would certainly give me cause to consider the blue crit upgrades more than I currently do.
That makes sense. My thought then becomes that I'd like some more blue crit upgrades that are worth building around. NK 7s are expensive but potentially worth it and Dodonna's Pride is fine, but I'm not sure anything else is worth specifically building around.
This one's been buzzing around my head since pre wave 3 announcements, when all the clonisher worry was happening.
Defensive retrofit: Ordinance Countermeasures. 1-2 points.
While you are defending, you may exhaust this card to cancel 1 Black attack dice.
Edited by FlenginOr maybe:
Ordinance Countermeasures. 4 points.
While you are defending against a ship, you may cancel 1 Black attack dice.
I would go for extended crew quarters. Reduce all attacks on ships by one dice, the ship has one extra team slot ( either type). Not sure on cost, probably mess game balance up, but it would make for interesting ship builds......
Or maybe:
Ordinance Countermeasures. 4 points.
While you are defending against a ship, you may cancel 1 Black attack dice.
Would at least need to be an exhaust otherwise it would be OP defensive upgrade. Because it is like an evade token for close range that does not run out
Grand Admiral Thrawn
Commander
"Your opponent plays the entire game with their command tokens face up."