What card would you design?

By Undeadguy, in Star Wars: Armada

Defensive Retrofit:

Reinforced Ray Shields: While defending, you may discard a Redirect Token to cancel 1 Red attack dice. 4 points.

Shield Overcharge: When resolving an engineering command you may discard this upgrade card to temporarily reduce the cost of restoring shields to 1 point. Your attacks this round count as obstructed. 4 points.

Here is a specific one that stems from the Open Circle Fleet.

Ventral SPHA Turbolaser: When you successfully execute a maneuver, if the maneuver tool overlaped an enemy ship, you may perform a close range attack with 4 black dice.

Offensive Retrofit 15 points

Basicly gives you another attack if you were to "fly over" an enemy ship. Kind of tricky to get the wording because we only care about start and end spots when moving but I think this captures it.

Overcharged Ion Turrets: When attacking a ship at long range, you may use up to 2 of the hull zones blue dices for that attack. 8 points

For an Admiral Thrawn idea, I was thinking:

Admiral Thrawn 35pts and 45pts

Master Tactician: choose who deploys fleet first and who has initiative; if two Admiral thrawns are against each other the higher point value chooses, and with the same points cost then roll two blue dice and add up the values in lowest to highest in order: Boom then Ka-Boom then Accuracy. Ties re-roll.

A bit messy, but as a thought bubble, it's a start.

Because there is a distinct lack of silly things here...

Ewok engineers (-3 points); Support Team upgrade card. Triggers on Engineering command. Ship loses 1 engineering point from total, before modifiers.

Ewok gunnery team (-1 point); Weapon Team upgrade card. After your attack pool has been rolled and before any other die modifiers, you must always choose and re-roll one die per attack regardless of the first result.

Chief Chirpa (20 points maybe less?); Commander ypgrade card. Objectives are decided as normal, but you always choose the initiative. Every turn your opponent may assign the command dial of one of your ships (ship determined at random, he was forgetful in his old age).

GNK Power Droid (2 points); Support Team upgrade card. If you say "gonk" while issuing an Engineering Command, then you may add 1 engineering point to the total generated.

Han Solo

Unique rebel officer

Discard this card after a manoeuvre to make an immediate speed 1 manoeuvre with 1 yaw to the left

Following this for the duration of this turn accuracy results cannot be expended when targeting this ship

Blaster Cannons:

While attacking a squadron, Y ou may select either all Hit or Crit results to count as hits, but not both.

This gives an extra anti squad boost without being to OP, like letting Crits be added to Hits.

I.e. You roll two blue dice against a squadron, A Hit+Crit result can only result in one hit on the squadron, as you either choose the Hit or Crit to count as a hit on the squadron.

Its only when you roll two Crits, that there is a payoff of two hits or a Crit+Accuracy. that you get one hit.

With Concentrate fire, Two Crits+ One Hit can be converted into two Hits instead of one hit, if one chooses the Crits to count as hits.

Played against Norsehound earlier tonight, he had a great suggestion:

Point Defense Ion Cannon

Ion Cannon slot

(x points)

When you reveal a Squadron Command, you may attack X number of squadrons in range and line of sight of you with an attack battery of 2 blue AS dice, where X is the squadron value of your ship. If you do so, you cannot activate squadrons during this activation.

What about squadron upgrades? One slot for each generic squadron, costing 1-5, giving keywords to them (limit: max 2 keyword on a squadron, heavy doesn't count), or improving speed, hull, armaments: giving an extra dice to the pool, limit: max 4 anti squadron, or max 2 anti ship, or defence token(s). So, for example you could give counter x to Tie advanced, or give it extra 4th blue dice against squadrons, but for x-wings, which has already 2 keywords, you wouldn't be able to add more keyword or anti squadron dice, but one more anti ship dice, or scatter to your tie fighters. Id love to customise my squadrons for a small extent, and this would give depth to the squadron game. Yeah, some combinations would be popular and strong, but again, with one upgrade you would end up a squadron costing almost as much as an ace so you'd have to play with the points a lot.

Also: damage 'upgrades': your ship gets a negative effect, in return you get back some points. For exmple, damaged shield generators: one of your hull zones has 2 less max shields, gives you back 15 points. Things like this. I guess everyone encountered the situation, when he/she said: if i had extra 3 points (or 1 or 10 or whatever). This way, for a drawback, youd get that extra flexibility. And, why would all the ships come to battles unscarred? What if they couldnt repair all the damage from the previous battles?

Edited by Coldhands

What about squadron upgrades?

Its mostly because you have to assume that you're giving it to all squadrons of a specified type, rather than to just one or two squadrons here or there...

because it becomes very difficult to track with those generics, after all.

Garbage Compactor Room:

Take the Demolisher upgrade card and rip the card up into tiny shreds. :D

Sealed hangar bay:

Reduce squadron value to 1. Increase engineering value by the number of points lost.

Offensive refit. 5 points?

What about squadron upgrades?

Its mostly because you have to assume that you're giving it to all squadrons of a specified type, rather than to just one or two squadrons here or there...

because it becomes very difficult to track with those generics, after all.

I Think for Every 2 squadron you have, you got a squadron card. And you can fit them the markers with numbers to their bases, so i dont really see a problem. Following your logic, you would only be able to field 3 identical transports, if you Wanted to Take 3...

What about squadron upgrades?

Its mostly because you have to assume that you're giving it to all squadrons of a specified type, rather than to just one or two squadrons here or there...

because it becomes very difficult to track with those generics, after all.

I Think for Every 2 squadron you have, you got a squadron card. And you can fit them the markers with numbers to their bases, so i dont really see a problem. Following your logic, you would only be able to field 3 identical transports, if you Wanted to Take 3...

Because the Rules don't support the fact, that's all. The base markers are for Black/White for Mirror Matches. You'd have to rewrite that section, at the very least.

You number Ships, not Squadrons.

Adding additional components, veteran, expended, marked -that's clearly a Campaign thing, not a standard rule thing.

That's all.

There are many who have tried - if you check out the Drive Yards, after all :D

Squadrons don't need upgrades on the squadrons themselves.

Squadrons don't need upgrades on the squadrons themselves.

I can't agree with this enough.

What about squadron upgrades? One slot for each generic squadron, costing 1-5, giving keywords to them (limit: max 2 keyword on a squadron, heavy doesn't count), or improving speed, hull, armaments: giving an extra dice to the pool, limit: max 4 anti squadron, or max 2 anti ship, or defence token(s). So, for example you could give counter x to Tie advanced, or give it extra 4th blue dice against squadrons, but for x-wings, which has already 2 keywords, you wouldn't be able to add more keyword or anti squadron dice, but one more anti ship dice, or scatter to your tie fighters. Id love to customise my squadrons for a small extent, and this would give depth to the squadron game. Yeah, some combinations would be popular and strong, but again, with one upgrade you would end up a squadron costing almost as much as an ace so you'd have to play with the points a lot.

Also: damage 'upgrades': your ship gets a negative effect, in return you get back some points. For exmple, damaged shield generators: one of your hull zones has 2 less max shields, gives you back 15 points. Things like this. I guess everyone encountered the situation, when he/she said: if i had extra 3 points (or 1 or 10 or whatever). This way, for a drawback, youd get that extra flexibility. And, why would all the ships come to battles unscarred? What if they couldnt repair all the damage from the previous battles?

That game is called "X-Wing" and you can try it out at your preferred game store. I hear it's pretty popular.

Admiral I. S. Dickory- You may pass activating a Large Base Ship if you opponent still has Small or Medium base ships to activate- 20 points