Ironically, I'd consider what you present there as auto include for that price...
C'mon, I need more reasons to be an outright carrier ****e
Ironically, I'd consider what you present there as auto include for that price...
C'mon, I need more reasons to be an outright carrier ****e
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?
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Whose expansion costs 19.99 US Dollars.
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?
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Whose expansion costs 19.99 US Dollars.
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Combat transports.
I would design a fleet support card that removes the keyword "bomber" to squadrons at distance 1-3
How about an offensive retrofit card that adds counter to squadrons at distance 1?
Offensive Retrofit Slot upgrade
Synchronized Targeting Data: While making an attack, y ou may reroll a die f or every friendly medium-large ship within distance 3 of this ship. 9 points.
Encourages formation flying.
Edited by Nickvr628You know what would be cool....
Droid Control...they HAVE to stay within distance 1 to 3 of the carrier at all times or you cannot use them....
To Enable that, I preferred to put it as a Squadron keyword:
Droid: "This Squadron cannot activate in the Squadron Phase. At the end of the Status Phase, ensure its activation slider matches the next turn's colour."
Or something similar like that.
You can Fling them out, and they have the basic programming to engage ... But they fight so uselessly without direct control that they don't actually have the capability of dealing damage to the enemy... But within the Ship Phase, when they are activated with a Squadron Command - I figure they'd be both cheap and deadly.
This also allows boosted comms to work for them as well, without having to have a separate droid-based Boosted Command system.
Droid Tie 5 Pts same dice pool as standard Tie. Abilities Swarm
I would approach droid squads a bit differently.
Droid keyword would function as Rogue and Swarm only as long as you are near a ship (at range 1-3., 1-2?) with the offensive retrofit "Droid Controllers." If not near a Droid controller, they lose all effects of the word and can attack but not move without squad commands.
It makes a potent attack force only as long as you stay close to those motherships. Make controllers an offensive retrofit. That way it makes it harder to control a large # of them.
Ordinance: viper droids
Black crit: while attacking a squadron, exhaust this card to exhaust one of the defending squadron's defense tokens.
Buzz Droids brah
Droid fighters would need to wait for the Trade Federation fleet which... I mean probably won't happen. But maybe come some future mega-wave. It's a cool idea, though, requiring squadron commands to activate at all but being very cost-effective when doing so.
Droid fighters would need to wait for the Trade Federation fleet which... I mean probably won't happen. But maybe come some future mega-wave. It's a cool idea, though, requiring squadron commands to activate at all but being very cost-effective when doing so.
from the old Dark Empire comics.
HISS!!!!!!! HISSSS!!!!!! IT BURNSES US!!!!!!
Nope just use the Tie Droids from the old Dark Empire comics.Droid fighters would need to wait for the Trade Federation fleet which... I mean probably won't happen. But maybe come some future mega-wave. It's a cool idea, though, requiring squadron commands to activate at all but being very cost-effective when doing so.
Mine would be along the lines of:
Self Destruct
Defensive Retrofit
Modification
If equipped ship has half or less of its original hull value remaining, discard this card and remove equipped ship from the play area to deal damage to an enemy ship at distance 1-2 equal to the remaining hull value of removed ship.
10
Mine would be along the lines of:
Self Destruct
Defensive Retrofit
Modification
If equipped ship has half or less of its original hull value remaining, discard this card and remove equipped ship from the play area to deal damage to an enemy ship at distance 1-2 equal to the remaining hull value of removed ship.
10
You add in a small series of secret upgrades to go along with a kamikaze card and it could interesting. Secret so that they are not shown to the opponent till you use them.
Luke Skywalker/Officer
You may exhaust this card to resolve a command token as though you were resolving a command dial. You may not resolve a command dial of the same command as this token.
Points: 7
Token booster/burner. Would team v well with tantive, comms net. Hints at Luke’s more on-the-ground type of commanding, increasing ship’s adaption to situations.
Thought of allowing both dial and token but then resolution of two dials would have too many side effects on the game, such as the squadron command. Unless this were a discard?
Edited by MuelmuelBackup Generators (Defensive Retrofit)
"Before spending defense tokens during an attack, exhaust this card to ready one of your defense tokens."
Grand Admiral Thrawn (Commander)
Master Tactician
At the end of even rounds you may pick one ship. That ship can execute a speed one maneuver.
Point Cost 35
I did have the idea and I crawled through to find only one other person thought of the concept with no execution:
Boarding Party
Attach to a Shuttle, Firespray, YT Series, etc, each round the ship is in Base contact to a non-shield side of a capital ship; expend this card to roll two Blue dice and Accuracy results have an effect: 1 Acc = Damage or Exhaust defense token; 2 Acc = Crit or Remove a Defense Token or -1 Blue die for anti-Fighter attacks
Base contact may be harsh, but Range 1 seemed to be a little too forgiving.
I did have the idea and I crawled through to find only one other person thought of the concept with no execution:
Boarding Party
Attach to a Shuttle, Firespray, YT Series, etc, each round the ship is in Base contact to a non-shield side of a capital ship; expend this card to roll two Blue dice and Accuracy results have an effect: 1 Acc = Damage or Exhaust defense token; 2 Acc = Crit or Remove a Defense Token or -1 Blue die for anti-Fighter attacks
Base contact may be harsh, but Range 1 seemed to be a little too forgiving.
One resolution for the boarding party situation that people have been debating is as an objective. I haven't seen anyone try it before, but I think there's design space in the objectives for boarding actions to become possible in the game without becoming too much of a distracting subsystem. Maybe the second player gets to designate one ship at the start of the game to be his boarding party. When making attacks against a ship at distance 1, he can spend certain die results to assign victory tokens to that ship. If the number of victory tokens on that ship is at least equal to the ship's hull value, it is immediately destroyed and the second player gains double its points.
Edited by pasewiNope just use the Tie Droids from the old Dark Empire comics.Droid fighters would need to wait for the Trade Federation fleet which... I mean probably won't happen. But maybe come some future mega-wave. It's a cool idea, though, requiring squadron commands to activate at all but being very cost-effective when doing so.
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I know Thrawn is a tactical mastermind, but I don't see a huge benefit in seeing my opponents command dials which is the direction a lot of poeple go with him. Tactics and strategy go beyond knowing your enemy, you must also be able to beat them in the field after you predict their every move. So here is my take on it.
Grand Admiral Thrawn: On the 2nd, 4th, and 6th round, you may pick one of your opponents ships. That ship gains an objective token. Once per round, when each of your ships attacks the objective ship, that hull zone may increase its battery armament by X dice, based on the following: 3 dice if you have 2 or fewer ships. 2 dice if you have 3-4 ships. 1 die if you have 5+ ships. At the end of the round, remove all objective tokens from ships.
40 points
It's a complex ability, but what would you expect from Thrawn? The scaling give incentive to not run a swarm of ships, so you can run 2 ISDs and throw 7 reds at long range. This ability also prevents one from throwing blacks at long range, since the battery armament still follows the normal rules. With this wording, Thrawn will also scale up in fire power as you lose ships, so your last ISD or VSD is throwing a lot of dice in a last ditch effort to stay alive.
I got this idea from EaW FoC where Thrawn can double his fire rate. It still feels thematic in my mind since Thrawn would have an understanding of the enemy fleet, and the extra dice can be translated into understanding the weaknesses in the enemy fleet, or simply from an experienced crew under Thrawns leadership running like a well oiled machine.
Edited by Undeadguy