[Insert Title Here]

By ryanabt, in Star Wars: Armada

3 hours ago, Chuntsinger said:

communizm. actual communizm

"black asp"- interdictor from the x-wing rouge squadron novels. 8 points. ability: when this ship activates, all enemy squadrons at distance 1-5 may be moved up to distance 2 of their current position and their sliders moved to "activated".

2 hours ago, idiewell said:

Seems a little too powerful for 8 points. Just saying...

2 hours ago, Chuntsinger said:

it could be upped to 10 or 11, doesnt matter to me. in the book it gave rogue squadron the work so it has to be legit

That effect could be thirty points and still be OP.

Yup, moving all enemy squadrons anywhere you want and activating them is crazy OP. 30 points is too few. Make a fleet bunched up around it effectively immune to squadrons forever? Yeah, that seems pretty good.

24 minutes ago, Madaghmire said:

That effect could be thirty points and still be OP.

That effect would be absurdly OP but I like it thematically. Maybe it could something like:

When you reveal a squadron command or spend a squadron token, you may activate enemy squadrons as if they were your own. Enemy squadrons activated in this way ignore engagement rules and may not attack.

Imperial

  • Raider: Conqueror
  • 4 points
  • You cannot attack from more than one hull zone during your activation. When you reveal your command dial, you may exhaust this card to make one attack after moving. If this card is Exhausted, you may only attack squadrons.

Rebel

  • MC80 Cruiser (Home One): Republican
  • 3 points
  • When you spend a command dial, gain a command token of the same type.
Edited by thecactusman17
Edited to incorporate feedback for easy voting later

I know that this is about the ships, and there should only be one title, but I'd like to add a squadron:

Imperial

  • TIE Fighter: Might Squadron
  • 16 points
  • Friendly squadrons with SWARM at distance 1-2 count as obstructed.
8 hours ago, Drasnighta said:

AFMK-II

"Storm Wind"
10 Points

Your Squadron Value is 0
You cannot resolve latest?cb=20150418214027 Commands
You may perform 3 attacks per activation instead of 2.

Gunnery Team will be nasty XD

3 hours ago, ovinomanc3r said:

Gunnery Team will be nasty XD

With Ackbar. Enhanced armament. Or Advanced Gunnery objective.

VSD - Iron Fist

you may target and obstacle with one of your attacks. Use the anti-ship battery. If you have at least one crit result, roll 2 blue dice. All squadrons at range 1-2 suffer damage for each hit or crit.

Points: 7

It is a tribute to the original iron fist.

1 hour ago, Church14 said:

VSD - Iron Fist

you may target and obstacle with one of your attacks. Use the anti-ship battery. If you have at least one crit result, roll 2 blue dice. All squadrons at range 1-2 suffer damage for each hit or crit.

Points: 7

It is a tribute to the original iron fist.

So this makes sense for the asteroid or even station obstacles, but not so much a debris field. And I'd add in that the asteroid gets removed (think the X-wing Seismic torp upgrade).

And imagine it being used with the "Asteroids" objective in the campaign. Perfect assaulter, great defender. Great synergy with Screed.

2 hours ago, Parkdaddy said:

With Ackbar. Enhanced armament. Or Advanced Gunnery objective.

I find it hard to get 2 Enemies in Arc at the same time with a Regular Assault Frigate, anyway...

... I find it more likely that this'll be used for Anti-Squadron Attacks more likely :D

1 hour ago, Parkdaddy said:

So this makes sense for the asteroid or even station obstacles, but not so much a debris field. And I'd add in that the asteroid gets removed (think the X-wing Seismic torp upgrade).

And imagine it being used with the "Asteroids" objective in the campaign. Perfect assaulter, great defender. Great synergy with Screed.

Assume it's a barrage of lasers, not just one demo charge. Still, should be for asteroids and (IMO) debris, not dust fields. Stations might be too strong, certainly armed and unarmed stations should be excluded.

I think a title or upgrade to blow up obstacles could be cool for its own sake.

The specific situation I drew from is from the Rogue squad series. A pilot talked about facing the VSD Iron Fist in an asteroid field. It fired at the rocks and used the debris to kill the incoming fighters. I figured the scope could be expanded a bit to include any obstacle

Though I like the idea of removing obstacles with that title. Gives the VSD - garbage maneuvering included - a viable and unique strategy.

ISD Executrix

Enemy ships within range 1-3 of this ship may not receive command tokens.

PC:10 (?)

Nebulon-B Frigate Lucky Star

You may exhaust this card to force your opponent to reroll any amount of dice you choose after a successful attack against this ship

Cost: don't have a clue. Feel free to assign a fair cost.

Edited by idiewell
3 minutes ago, idiewell said:

Nebulon-B Frigate Lucky Star

You may exhaust this card to force your opponent to reroll any amount of dice you choose after a successful attack against this ship

Cost: don't have a clue. Feel free to assign a fair cost.

8? I like it as a defensive option for the neb.

Yeah same here, because the Nebulon-B could still use a little love.

8 hours ago, thecactusman17 said:

Imperial

  • Raider: Conqueror
  • 4 points
  • When you reveal your command dial, you may exhaust this card to make one of your attacks this round after moving. If this card is Exhausted, you may only attack squadrons.

I like this alot. Force the ship to only attack fighters in order to take advantage of the ability. That said, I think the cost is still too low. In the grand scheme, this a minor drawback considering the ship it's on, and the ability is powerful. A Raider I with this and Ordinance Experts could really decimate an entire fighter group. Bump that cost up a bit. Maybe more like 7 points?

10 hours ago, thecactusman17 said:

Imperial

  • Raider: Conqueror
  • 4 points
  • When you reveal your command dial, you may exhaust this card to make one of your attacks this round after moving. If this card is Exhausted, you may only attack squadrons.

Rebel

  • MC80 Cruiser (Home One): Republican
  • 3 points
  • When you spend a command dial, gain a command token of the same type.

This is what I considered as mine for the Raider, but it was so similar to Demolisher that I went for making the raider more survivable against squadrons rather than simply make it shoot after moving. I like it though.

9 hours ago, Xindell said:

I like this alot. Force the ship to only attack fighters in order to take advantage of the ability. That said, I think the cost is still too low. In the grand scheme, this a minor drawback considering the ship it's on, and the ability is powerful. A Raider I with this and Ordinance Experts could really decimate an entire fighter group. Bump that cost up a bit. Maybe more like 7 points?

I considered that, but then I also realized that while powerful, it also makes one of the flimsiest ships in the game a massive target.

Right now, I'd say Imps are generally over-costed. Taking a unique 55 point anti-squadron ship with no major squad command should have a pretty disgusting effect on squadrons.

What about a 4 point upgrade that replaces all the black dice of a Glad for blues and swaps the ordinance for ion cannons.

2 hours ago, thecactusman17 said:

I considered that, but then I also realized that while powerful, it also makes one of the flimsiest ships in the game a massive target.

Right now, I'd say Imps are generally over-costed. Taking a unique 55 point anti-squadron ship with no major squad command should have a pretty disgusting effect on squadrons.

That is true...if it couldn't also do other things as well. As it is, it also is an activation, has 2 black/2 blue out the front (likely with OE), can flotilla hunt, etc. Hence it isn't JUST 55 points of anti-squadron. Additionally, no 55 points of anti-squadron can toggle as many sliders as that ship with flechettes can. Give it Kallus and it is an amazingly efficient squad hunter. I think that bumps the cost up more than the 4 you are giving it.

What about a title that always lets you place the squadrons back on the table when you overlap squadrons with the ship?

Or one that deals damage to any (or any enemy) squadrons you overlap with the ship?

Or one that makes the ship not take any ram damage unless the other ship is the same size or larger (on a medium or large ship)?

Just tossing out some (mechanical) ideas.

1 hour ago, ryanabt said:

That is true...if it couldn't also do other things as well. As it is, it also is an activation, has 2 black/2 blue out the front (likely with OE), can flotilla hunt, etc. Hence it isn't JUST 55 points of anti-squadron. Additionally, no 55 points of anti-squadron can toggle as many sliders as that ship with flechettes can. Give it Kallus and it is an amazingly efficient squad hunter. I think that bumps the cost up more than the 4 you are giving it.

I did consider that. Carefully, in fact.

So Flechette+OE+Kallus costs another 10 points. This raises the cost of such a ship with that 4 point upgrade to 58 points. It also removes at least one damage die to trigger Flechettes.

Now, in fairness, it is powerful. However, in order to use the ability, you have to completely forego the ability to shoot at ships. This is a huge drawback and limits the ship to an extraordinarily narrow range of useful actions, especially in a squadron light game.

It is also worth noting that in this role, the Raider is likely replacing a large number of squadrons. When combined, I think the ultimate outcome will be mitigated. Also, the Raider will remain highly susceptible to being destroyed by well -armed ships.

7 hours ago, thecactusman17 said:

I did consider that. Carefully, in fact.

So Flechette+OE+Kallus costs another 10 points. This raises the cost of such a ship with that 4 point upgrade to 58 points. It also removes at least one damage die to trigger Flechettes.

Now, in fairness, it is powerful. However, in order to use the ability, you have to completely forego the ability to shoot at ships. This is a huge drawback and limits the ship to an extraordinarily narrow range of useful actions, especially in a squadron light game.

It is also worth noting that in this role, the Raider is likely replacing a large number of squadrons. When combined, I think the ultimate outcome will be mitigated. Also, the Raider will remain highly susceptible to being destroyed by well -armed ships.

It is only forgoing the ability to shoot at ships on the turn you use this ability. It is very much still able to get work done against ships. If it permanently was able to only shoot at squadrons, that would be a whole different story. Again, I like the idea, I just think it needs a higher cost than you are giving it.

50 minutes ago, Xindell said:

It is only forgoing the ability to shoot at ships on the turn you use this ability. It is very much still able to get work done against ships. If it permanently was able to only shoot at squadrons, that would be a whole different story. Again, I like the idea, I just think it needs a higher cost than you are giving it.

Again, in the context of the current game, this ship replaces a very large portion of your squadron investment. That's the purpose. In that context, it's costed fairly by comparison to a large bomber or anti fighter wing. If set up in the way you describe (with Kallus and Flechettes) it is significantly penalized for firepower when engaging ships, and it's large battery armament is more effectively mitigated by enemy defense tokens.