What card would you design?

By Undeadguy, in Star Wars: Armada

A Question:

I understand in a previous thread that ffg won't use something that has been done already or mentioned due to copyright something something. So then if we keep proposing new ideas here won't it restrict them in the things they can release in the future?

Just wondering how they work and if we are affecting them

FFG owns this forum so there is no copyright infringement.

I'm surprised no one has mentioned this idea. I thought of it for X-Wing first (large ship only), but it may work better here.

Boarding Parties

I haven't thought of the rules in Armada, but it should be high cost and cause a ship to either loose upgrade cards every round or damage or even cause a small ship to be taken/switch sides (only half strength). It should cause the affected ship to not have use of commands or defence tokens while this is still in play as the ship's command crew are busy dealing with an onboard threat. Perhaps this shouldn't affect large ships and have a lesser affect on medium ships, but feel free to fill in the blanks. A boarding party can only transfer when ships are distance 1 from each other. The boarding party card would be one use and have its own health causing each player to roll dice each round to determine who is the victor.

Just a thought.

If we're working with the generally-unloved Offensive Retrofits, I'd happily take something to give the Assault Frigates and VSDs that don't want to be carriers a bit of love:

Upgraded Ion Engines

6 points

Offensive Retrofit

Modification

When determining your course, you may exhaust this card to add one click of yaw to a segment that has exactly one click of yaw (either naturally or due to a Navigate command)

How do ISDs feel about it? Do we need to slap a Medium restriction on it?

I'd be fine with ISDs and HMC80s using it too. Opens up some design space there. Makes ISD-Is a bit more appealing too. Interdictors would like it as well, as would Raiders intending to go speed 3+ consistently.

I'd take out the Nav Command clause. Make it to where it has to be on a natural 1-yaw. Otherwise it's Moff Jerjerod without the damage for a lot cheaper, and you can take Motti. And I would make it usable only while resolving a Nav command, like engine techs.

Bomber wing commander weapons team 6 points. Squadron command all fighters activated by this ship gain 1 extra black dice in their battery pool

ooooouuch....

Make it 60 points and I'd still think its Undercosted for capability!

Bomber wing commander weapons team 6 points. Squadron command all fighters activated by this ship gain 1 extra black dice in their battery pool

Cause we need to buff Rhymer Balls even more.

Bomber wing commander weapons team 6 points. Squadron command all fighters activated by this ship gain 1 extra black dice in their battery pool

Cause we need to buff Rhymer Balls even more.

Yavaris needs this as well.

Balance aside, it is a card that could work.

I picture it as something along the lines of:

"Before attacking with a squadron with the bomber keyword you have activated, it may lose the bomber keyword to gain a red dice in its anti-ship battery."

Wording needs a tidy up, but effectively adds more max/avg damage potential without going overboard, at the trade off of crits.

('Before attacking' to remove BCC synergy)

Okay we remove the add a dice text and instead say to squadrons activated by this ship gain the bomber keyword if the squadron already has bomber add one damage to any hits.

What about this, support teams for each command named Veteran engineering team, Veteran navigation team, etc. I was thinking something like this, Veteran engineering team "When you resolve a engineering command you may recover 1 additional shield if a damage card was discarded." for the others it would be Nav: "When you resolve a navigation command, you may add one additional tick to your yaw value". CF: "When you resolve a concentrate fire command you may reroll your added concentrate fire dice" or reroll any dice from the added dice colors pool (add a blue reroll, any other blue). and for Squadron "When you resolve a squadron you may activate 1 additional squadron. This squadron may either attack or move. When you attack you are activated. You are not activated when you only move." Each for 8 points

Edited by Kerg12

There are a few cards that I would love to see. A commander that added one of the campaign space stations is my favorite. I always like new commanders and having one that changed the obstacles would be a great fit. Might be silly with Interdictors around, but isn't that the point of the ship?

Additionally, I would love to make a special, unique ship (so you can only have 1) that was a corvette that had good rear firepower but lacked frontal fire power. Yes, it could potentially be a ship title but I like the fact that you would have the stats on both a card and on the cardboard insert. As a bonus, the art on a ship card is larger!

I brought it up in another thread but a rebel pilot that could 'copy' another squadron's special ability would also be quite interesting.

"Vectored Manouvring Thrusters"

Defence Upgrade - Modification

When resolving a manoeuvre, you may end your manoeuvre on the opposite side of the manoeuvre tool to which you began

This is actually very creative. What would be the point cost? I would say around 3 or 4?

This is actually very creative. What would be the point cost? I would say around 3 or 4?

You underestimate the power of being able to dodge pretty much everything.

Engine techs are priced at 8, I think this card is more powerful, but it is a modification, and takes a more competitive slot, so I'd say around the same price.

Dorsal Flight Deck: Increase your ship's squadron value by 3, decrease your hull strength by 1.

Cost 8 points.

I like the idea of a risk vs reward card...too many cards are just AUTO INCLUDE and I think there should be give or take cards.

Dorsal Flight Deck: Increase your ship's squadron value by 3, decrease your hull strength by 1.

Cost 8 points.

I like the idea of a risk vs reward card...too many cards are just AUTO INCLUDE and I think there should be give or take cards.

Ironically, I'd consider what you present there as auto include for that price...

I've got one more idea. Besides my first one. I know Grand Admiral Thrawn is in wave 6, here's my version

1. Commander slot. Grand Admiral Thrawn : Your opponent plays with their command dials face up. Cost 35-40pts

2. Officer Slot: Tactician Officer : Bow Rapid Decompression. Blowing a front hatch on the ship reverses the ship one speed straight backwards before the movement phase. Your ship suffers 1 face down damage and exhaust this card. Cost 12pts

3. Officer Slot: Tactician Officer : Port or Starboard Rapid Decompression. Blowing a side hatch moves this ship within distance 1 left or right of its current position before the movement phase. Your ship suffers 1 face down damage and exhaust this card. Cost 12pts

4. Ordnance Slot: Sonic Mine Despencer : Replaces arch attack, place 1 objective token per squadron attack dice at that range. Sonic mine despencer shoots one blue dice to each squadron within distance 1. Mine Despencer can be destroyed. Hull 1. Hits count as one damage and criticals count as two damage. Cost 12pts

Thrawn being a 30 point plus admiral that lets you see opponents command dials is just stupid and I would hate FFG if they did that.

I would introduce 'Event' cards. You could spend your Points on these too, priced Between 1-5, and you could apply negative effect on enemy ships, like flip one facedown damage faceup, or: Remove up to 3 dice from the enemy Attack pool, remove a damage card, gain 3 shields, etc. One use per game.

Thread made me think of another card:

Reinforce Hull

Modification

When your ship overlaps another ship while moving, the other ship receives 2 damage cards instead of one.

Support Team upgrade. 4 points.

Support slot stops it from being doubled up with engine techs.

I also wouldn't complain about one that causes faceup damage if you ram someone.

offensive upgrade, ramming prow when you overlap another ship with your front hull zone deal a face up card to other ship.
;)

Thread made me think of another card:

Reinforce Hull

Modification

When your ship overlaps another ship while moving, the other ship receives 2 damage cards instead of one.

Support Team upgrade. 4 points.

Support slot stops it from being doubled up with engine techs.

I also wouldn't complain about one that causes faceup damage if you ram someone.

offensive upgrade, ramming prow when you overlap another ship with your front hull zone deal a face up card to other ship.
Isnt this a bit warhammer 40k-ish? ;)

I loved Roman history in highschool. One character who stuck in my mind was Hannibal the Rhodian. He was the captain of a blockade runner for the Carthaginians in the Second Punic War. So...

Hannibal the Rodian- Small ship only (rebel) When performing an attack at medium range, out of your rear hull zone, add two black dice and 1 blue die set to the accuracy result to your dice pool.

Cost 9? It is a powerful ability, but can only be used in the rear arc, meaning the ship must first fly past it's target, leaving it in danger before this ability can be used.

Some time limited objectives would be interesting like get X before turn 3 for bonus points.

I loved Roman history in highschool. One character who stuck in my mind was Hannibal the Rhodian. He was the captain of a blockade runner for the Carthaginians in the Second Punic War. So...

Hannibal the Rodian- Small ship only (rebel) When performing an attack at medium range, out of your rear hull zone, add two black dice and 1 blue die set to the accuracy result to your dice pool.

Cost 9? It is a powerful ability, but can only be used in the rear arc, meaning the ship must first fly past it's target, leaving it in danger before this ability can be used.

We don't need to make MC-30s even better do we? :)