all the new cards you want to see right here

By X Wing Nut, in Star Wars: Armada

Amazing! No I just need the same for IA!

Amazing! No I just need the same for IA!

if I can find some one to send them to me ill post them as well

Thank you so much!!!

Cloak isn't as good as I had hoped, but the Phantoms look like they may become my go-to all around fighter wings when I can only have a couple commanded squadrons. Though I'm going to need to set up tryouts between them and Defenders.

New cards, for those without enhance-o-eyeballs.

Imperials

VT-49 Decimator - 22 points

3 speed, 8 hull

3 black vs. squads; 3 blue vs. ships

Counter 1

Heavy

Rogue

*Morna Kee (Decimator) - 27 points

3 speed, 8 hull

3 black vs. squads; 3 blue vs. ships

While attacking, you may spend 1 defense token to reroll any number of dice in your attack pool. When you activate, you may recover 1 of your discarded defense tokens.

Counter 1

Rogue

Brace

TIE Defender Squadron - 16 points

5 speed, 6 hull

2 blue 2 black vs. squads; 1 blue vs. ships

Bomber

*Maarek Stele (TIE Defender) - 21 points

5 speed, 6 hull

2 blue 2 black vs. squads; 2 blue vs. ships

While attacking, you may change 1 die to a face with a critical icon.

Bomber

Grit

Brace, Brace

Lambda-class Shuttle - 15 points

3 speed, 6 hull

2 black vs. squads; 1 blue vs. ships

Heavy

Relay 2: When a friendly ship resolves a squadron command, up to 2 of the squadrons it activates can be at distance 1-3 of you.

Strategic: When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.

*Colonel Jendon (Lambda-class Shuttle) - 20 points

3 speed, 6 hull

2 black vs. squads; 1 blue vs. ships

During your activation, instead of attacking, you may choose 1 friendly squadron at distance 1-2. That squadron may perform an attack (even if it has already activated).

Heavy

Relay 2: When a friendly ship resolves a squadron command, up to 2 of the squadrons it activates can be at distance 1-3 of you.

Brace, Brace

TIE Phantom Squadron - 14 points

4 speed, 4 hull

4 blue vs. squads; 2 red vs. ships

Cloak: At the end of the Squadron Phase, you may move up to distance 1, even if you are engaged.

*"Whisper" (TIE Phantom) - 20 points

4 speed, 4 hull

4 blue vs. squads; 2 red vs. ships

After defending against an attack, if you spent a defense token, you may move up to distance 1, even if you are engaged.

Cloak: At the end of the Squadron Phase, you may move up to distance 1, even if you are engaged.

Block, Scatter

Rebels

E-Wing Squadron - 15 points

4 speed, 5 hull

4 blue vs. squads; 1 red vs. ships

Bomber

Snipe 3

*Corran Horn (E-Wing) - 22 points

4 speed, 5 hull

4 blue vs. squads; 1 red vs. ships

Bomber

Rogue

Snipe 4

Brace, Brace

Z-95 Headhunter Squadron - 7 points

3 speed, 3 hull

3 red vs. squads; 1 red vs. ships

Swarm

*Lieutenant Blount (Z-95) - 14 points

3 speed, 3 hull

3 red vs. squads; 1 red vs. ships

While another friendly squadron with Swarm at distance 1 is attacking a squadron, it may reroll 1 die (in addition to any dice rerolled from Swarm).

Swarm

Brace, Scatter

VCX-100 Freighter - 15 points

3 speed, 8 hull

3 blue vs. squads; 1 blue vs. ships

Heavy

Relay 1: When a friendly ship resolves a squadron command, up to 1 of the squadrons it activates can be at distance 1-3 of you.

Strategic: When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.

*Hera Syndulla (Ghost - VCX) - 28 points

3 speed, 8 hull

2 blue 2 black vs. squads; 1 blue 1 black vs. ships

At the start of the Squadron Phase, choose up to 2 friendly squadrons at distance 1-2. Those squadrons gain Rogue until the end of the round.

Grit

Rogue

Brace

Lancer-class Pursuit Craft - 15 points

4 speed, 4 hull

3 blue vs. squads; 1 black vs. ships

Bomber

Grit

Rogue

*Ketsu Onyo (Shadowcaster - Lancer) - 22 points

4 speed, 4 hull

3 blue vs. squads; 2 blue vs. ships

While an enemy squadron is at distance 1, its speed is reduced by 2 to a minimum of 1.

Bomber

Grit

Rogue

Brace, Scatter

Upgrades

Rapid Launch Bays - 6 points (Offensive Retrofit slot)

Before deploying fleets, you may set aside a number of friendly squadrons up to your squadron value next to your ship card.

Squadron Command: For each squadron you would activate with this command, you may instead place 1 of your set-aside squadrons within distance 1. It cannot move this activation.

Flechette Torpedoes - 3 points (Ordnance slot)

While attacking a squadron, you may spend 1 black die with a critical icon to toggle its activation slider to the activated side.

Edited by pasewi

All I need now is the missing Corellian Conflict Squadrons.

As someone who has experimented with squadrons armed with triple red anti-squad (DA's ARC-170s), those Z-95s are a lot more dangerous than they look, especially at a price point where you can buy 19 of a squadron with Swarm that is able to destroy a 16 pt TIE Defender in one clean pass. While I'm here, Dras, does that wording of Relay mean it works like Centicore, i.e. infinite range?

Edited by GiledPallaeon

Sure does.

Relay merely states "When a friendly ship resolves"... No Range requirement is given. The only requirement is that a friendly ship be resolving a Squadron Command.

Only then, do you need to be measuring Distance 1-3 of the Relay, to see which squadrons you can be activating - Up to the Relay Value amount...


...

Note as well, there is no "once per turn" restriction on the Relay, either... You could have a force of Gozantis, all with no upgrades, all putting their Squadron 2 command through a Lambda to run a whole Rhymerball from Relative Safety.... 2 Bombers at a time...

Edited by Drasnighta

Z95s look very good to me. Especially with Blount in tow.

I'm fricken frightened of fighting the new Imp Aces. All of them. Thankfully they're all over 20 points but still. Defenders are scary but not too bad. The double red anti ship on the Phantom is honestly the most interesting to me.

Also a ton of Rogue for the Rebels.

Phantoms will be fun to dance around intels. Defenders are gonna be highly enjoyable, and not looking forward to facing z-95s

Colonel Jendon just broke the game.

VCX-100, it's everywhere Yavaris wants to be.

Is it just me or are the VT49 and the ace not at all worth the points? 22 points for no defense tokens, no accuracy against squadrons, and heavy seems excessive

Everything else looks good to great though

The Arquitens titles are there too. Both interesting. The Hand of Justice gives your ISD another use of Brace, or Gozanti another Scatter for only 4 points.

Decimators may be the most disgusting Generic yet. Run 2 and a bunch of Defenders and you'll have a lot of very frustrated enemy sq

Rapid Launch Bays - 6 points (Offensive Retrofit slot)

Before deploying fleets, you may set aside a number of friendly squadrons up to your squadron value next to your ship card.

Squadron Command: For each squadron you would activate with this command, you may instead place 1 of your set-aside squadrons within distance 1. It cannot move this activation.

I may need a few of these.. I like this concept

Is it just me or are the VT49 and the ace not at all worth the points? 22 points for no defense tokens, no accuracy against squadrons, and heavy seems excessive

8 hull, speed 3, 3 blue dice Battery, counter 1 and Rogue? Against anything except enemy aces those are going to wreck face and be effectively impossible to destroy without dedicated anti-squadron defenses.

Calling it now: Ketsu Onyo + Jan Ors will be in the top table at a near future event. That ability is too good to ignore.

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But I need my cc info :)

Im slightly disappointed. Might be because my expectations were too High. This flechette Will be only viable with raiders with OE backed up by Vader. Someone teach me how to keep those flies alive... Damage controll officer seems a big boost to contain ships. But those are few, and for 5 Points... Youll just find a Better option. If it was Just 3 Points, id consider it for arquitens, but meh. For the large ships, io. Isd1 and interdictor Will favor tua for Sure. Arq titles: Hand of Justice has potential, but the other one? Yes, lets make a command Train, gozanties in your deployment zone, cent in red range, then a lambda. Why would you do that? Ofc it could escort a Rhymerball behind Enemy lines, but the ship itself wont last Long probably... And, squadrons finally: Defender: Great stats for a ton of Points. Same applies to decimators. Lambda? Ill stick to boosted comms. Phantom seems the funniest one and the price seems fair, this one worth considering. The aces have really High price tag, and They dont seem to be that worthy. Maybe its Just me, that im too used to combo imp squads, but apart from a rudor-decimator combo, not much comes to my mind looking at them.

We have very different opinions about the imp squadrons..... And that's cool.

Im slightly disappointed. Might be because my expectations were too High. This flechette Will be only viable with raiders with OE backed up by Vader. Someone teach me how to keep those flies alive...

Why backed up with Vader?