CC rule for one upgrade per ship

By Irishmadcat, in Star Wars: Armada

Also there are big reasons for not dumping upgrades onto a single ship. Flagship i could see putting 2-3 defensive perks to keep it alive, but i wouldnt go overboard. If a ship is destroyed, it becomes "scarred" and while having it happen once isnt that bad (you lose a defense token, or a squad starts with 1 less hp), if a scarred ship goes down the ship is removed from your fleet AND any upgrades that were on it go away.

The only time you risk losing upgrades is when you put them on a scarred ship. So, it's totally safe to stack upgrades on a single ship if you just take them off that ship when that ship becomes scarred.

Also there are gonna be so many trc90's.

I might implement a vassal rule.

Each player must declare which 15 expansion packs they will build their fleet from at the start of the game.

The rule for triggering the massive battle is that either side can do so, provided they are within 4 campaign points of the victory target. The winner of the battle wins the campaign.

It's hard to imagine not having this fight even after a win by Campaign Points. Epic battles are epic.

One upgrade per ship just means that you're going to be tricked into flying things that don't have upgrades, oh look more squadrons...

Until you're tired of refitting and repairing unsupported Squadrons.

Until you're tired of refitting and repairing unsupported Squadrons.

When they get blown up you just send the points somewhere else.

I don't know, I don't have the rulebook yet. Tie Defenders everywhere if I need staying power.

I'm still somewhat confused regarding the one upgrade rule. Can you only attach one upgrade per round, or only one upgrade to each ship for the WHOLE campaign?

I'm still somewhat confused regarding the one upgrade rule. Can you only attach one upgrade per round, or only one upgrade to each ship for the WHOLE campaign?

During Initial Fleet Construction.

At that point, Bets are Off.

You can freely add upgrades, as long as you're paying for them with Resource points. Pull upgrades off and "store" them. Switch them around. Move them around. (As long as you're not moving Titles. Can't do anything with Titles once they're added).

Other restrictions, of course, include the fact that you can only have 1 Copy of a Unique per side... And then the whole Unique Death Thing later on.

Edited by Drasnighta

Can you transfer units between fleets? Meaning if admiral 1 has yavaris and admiral 2 has admonition in campaign round 1, they can't trade them between rounds?

Can you transfer units between fleets? Meaning if admiral 1 has yavaris and admiral 2 has admonition in campaign round 1, they can't trade them between rounds?

Nope. No Tradeseys. Your Fleet is your Fleet.

I wasn't too clear on the more-than-one-upgrade per ship deal. So after the first battle, you can add a second upgrade to your ship with your awarded points? It seemed like the rulebook wasn't too clear on this (or I just missed it...)

This looks great.

I wasn't too clear on the more-than-one-upgrade per ship deal. So after the first battle, you can add a second upgrade to your ship with your awarded points? It seemed like the rulebook wasn't too clear on this (or I just missed it...)

This looks great.

You could Christmas tree a ship after the first battle if you have the resources to pay for it.

A little off the main topic, but that has already happened... what do you guys think of a house rule where a ship that goes of the edge of the play area gets to retreat to hyperspace instead of being destroyed? Also...definitely read the spy net as allowing you to redeploy and Enemy ship at first. Oh the suicides I had planned...