Escape pods....

By Darth Lupine, in Star Wars: Armada

So just for the lulz, how about...

Escape pods. You can only equip this to your flagship. If the flagship is destroyed, place an objective counter touching its base before removing it. This counter is an escape pod with your admiral onboard. Admiral abilities do not work while he is in the pod. ( he's too busy steering) The pod moves at speed two in the squadron phase, has no attacks, and cannot be destroyed. Any ship ( yes, enemy also!) can pick up the pod if they are in base contact at the start of their activation. If picked up by a friendly ship, that ship is now the flagship. Place your admiral card with it, and his abilities resume immediately.

15 points,

Toughts? Hehe.

I dont get the 15pts. Spending 15pts that you are expecting yo lose to protect a 20-38pt upgrade?

Defensive retrofit, 8 pts, can be picked up within distance 1. Count as destroyed until you are picked up by a friendly ship.

I like the narrative nature of the upgrade but think it's overcosted there.

I think it should be 2 points Defensive but sure

I think it's neat, but like the others, I feel it's WAY overcosted at 15 points. I'll agree with Teloch that 2 points is closer the mark. But even then, defensive retrofit slot is too valuable for something like this, IMO.

Edited by Mikael Hasselstein

Defensive retrofit, 8 pts, can be picked up within distance 1. Count as destroyed until you are picked up by a friendly ship.

Hmm, yes, eight points is better. And I see this more like a title, it doesn't count for a slot. Only one per fleet, flagship only.

From another thread:

This idea long predates the advent of flotillas. The earliest proposal looked a lot like what is being suggested in this thread:

th_Upgrade%20-%20Shuttle.jpg th_Lambda%20Shuttle%20Card.jpg

Eventually it was decided that this would not really work for a number of reasons, so the final Shipyards version works quite differently:
officer-upgrade-escape-shuttle-b.jpg?w=1 lambda-shuttle-card1.jpg?w=210&h=300
Feel free to print these and try them out to test your theories!

I think it's neat, but like the others, I feel it's WAY overcosted at 15 points. I'll agree with Teloch that 2 points is closer the mark. But even then, defensive retrofit slot is too valuable for something like this, IMO.

That's part of the rub, you have to use a valuable slot, but not all ships treat the defensive retrofit as an extremely valuable slot. For example, you could throw Tua on a Goz, and equip it there, or the rebels could do a CR90 lifeboat with this. Certainly you don't put this on your ISD II, but again, that's part of the cost - benefit analysis.

Defensive retrofit, 8 pts, can be picked up within distance 1. Count as destroyed until you are picked up by a friendly ship.

Hmm, yes, eight points is better. And I see this more like a title, it doesn't count for a slot. Only one per fleet, flagship only.

Just out of curiosity, why specify flagship only? It can't have any effect on any other ship anyway. APs aren't restricted only to ships with a Redirect token - they're just useless on those ships.

And I think 8 points with the slot is costed about right.