Having looked at these new 'condition cards' that are coming in wave 10, this reminded me of a recent group game I played with 4 players. We each picked a 100 point squad and paired up to make 200 points wach side. However, one side was entirely Imperial and the other Rebel and Scum. This aas very interesting but has left me thinkjng maybe FFG could create'condition' cards for each faction and add things like 'betrayal' where a player decides to start shooting at a friendly ship or 'turncoat'where a player's ship switches sides at some point in the game?
New condition cards
Some fellas and I played with the idea of hidden conditions (Inspired by the X-Wing and TIE-Fighter games). That is, a player may choose a random card from a deck and have to try to achieve the condition on the card. There was a reward for completing it and a penalty for your failure. Once selected you could not return the card. For example,
Condition: identification
Player must get within R1 of any enemy's large base ship (or highest cost ship if no large base ships played) and perform a 'search' action by Turn 4.
Reward:
At the start of any round following of player's choice, opponent can not use any selected upgrades on that vehicle.
Penalty: Receive 2 stress tokens at the End Phase of Turn 3.
We discussed the possibility of reinforcements, regeneration, loss of upgrades (Boba Fett does this now), targeting computers malfunctions and ships shooting at own squad, adjusting speed/maneuvers, etc.
Edited by ConandoodleOld Ben (Crew) discard Old Ben to assign one [use the force] condition card to one friendly ship
[use the Force]: when attacking or defending you may discard this condition card to change your dice results to any other dice results. afterwards no dice may be modified for the rest of the attack