NPC Death Star build list.

By Mayer21, in Star Wars: Armada Fleet Builds

I'm thinking of recreating the battle of the Second Death Star in armada. Figured I'd NPC the empire giving them a set of rules to follow and man the rebels myself attempting to destroy the station in a "surprise" attack. I AM AWARE that some upgrade cards for the Empire ships are not typically allowed on that specific ship! What is y'alls opinion and/or suggestions for this as I'd like to make it fair, but challenging. I built it based on the ships I own. What I was thinking is as follows:

-Death star; Standard station rules and cutout (as per CC) with 30HP, ability to destroy the closest enemy capital ship once every 3 rounds, counter 2 against all enemy squadron attacks, holds fleet admiral and deploys 4 new tie squadrons (2 fighters, 2 bombers chosen based on availability) every two rounds.

-2 ISD II's and 2 VSD II's; Orbits Death Star at speed 1 equidistant and alternating (ISD,VSD,ISD,VSD) order, receive upgrades "advanced gunnery crew, redundant shields and jamming field", attack closest enemy capital ship then closest enemy squadrons if 2 or more are in the same firing zone, otherwise next closest capital ship.

-Imperial Fighters; 2 standard TIE Fighters at distance 4 perpendicular to each Star Destroyer to start the game, Fighters attack closest enemy squadrons, bombers attack closest enemy capital ship when able, no uniques as to eliminate player influence on NPC. (Optional: Darth Vader is the exception if Luke is in play for nostalgia's sake)

Rebels! Can use whatever they have (including uniques) attempting to win using as small a fleet cost as possible. (Limit 2 upgrades and 1 title card per capital ship). The longer the match lasts the stronger the empire gets. The challenge is to win using the smallest fleet point cost as possible so the individual sets their own difficulty. Empire attempts to follow individual vessel rules as best as possible.

Thanks for reading and I'd appreciate your opinions and suggestions. Or links if someone has done this before me. TAKE CARE!

Edited by Mayer21
11 hours ago, Mayer21 said:

I'm thinking of recreating the battle of the Second Death Star in armada. Figured I'd NPC the empire giving them a set of rules to follow and man the rebels myself attempting to destroy the station in a "surprise" attack. I AM AWARE that some upgrade cards for the Empire ships are not typically allowed on that specific ship! What is y'alls opinion and/or suggestions for this as I'd like to make it fair, but challenging. I built it based on the ships I own. What I was thinking is as follows:

-Death star; Standard station rules and cutout (as per CC) with 30HP, ability to destroy the closest enemy capital ship once every 3 rounds, counter 2 against all enemy squadron attacks, holds fleet admiral and deploys 4 new tie squadrons (2 fighters, 2 bombers chosen based on availability) every two rounds.

-2 ISD II's and 2 VSD II's; Orbits Death Star at speed 1 equidistant and alternating (ISD,VSD,ISD,VSD) order, receive upgrades "advanced gunnery crew, redundant shields and jamming field", attack closest enemy capital ship then closest enemy squadrons if 2 or more are in the same firing zone, otherwise next closest capital ship.

-Imperial Fighters; 2 standard TIE Fighters at distance 4 perpendicular to each Star Destroyer to start the game, Fighters attack closest enemy squadrons, bombers attack closest enemy capital ship when able, no uniques as to eliminate player influence on NPC. (Optional: Darth Vader is the exception if Luke is in play for nostalgia's sake)

Rebels! Can use whatever they have (including uniques) attempting to win using as small a fleet cost as possible. (Limit 2 upgrades and 1 title card per capital ship). The longer the match lasts the stronger the empire gets. The challenge is to win using the smallest fleet point cost as possible so the individual sets their own difficulty. Empire attempts to follow individual vessel rules as best as possible.

Thanks for reading and I'd appreciate your opinions and suggestions. Or links if someone has done this before me. TAKE CARE!

This sounds really fun, but I think it may be too big for just a 1v1 match. If you're going to NPC the Empire, take on the roll yourself and become the GM, then have 2-3 other players build a fleet together and run the mechanic as a "team play" from the RRG or, better yet, let them all build a 400 point rebel fleet and use the CC rules for team play against the empire.

The only other suggestion I would make is for the deathstar. Either give it defense tokens (brace) or up it's HP to 50. A rebel MSU could chew up 30 points at long range. I would also consider adding shell rules for the deathstar. Fact is, even in the lore, I'm not entirely sure a capital ships could kill it, it's heavily armored... That's why they had fighters blow it up. I would say 50 HP on the outer shell, 5 HP on the inner. The inner shell cannot be targeted until the outer is at 0. The inner shell can only be targeted by squadrons. Once the outer shell HP is 0 the station loses counter 2 and the ability to destroy ships. Basically it'd be as if the deathstar II was completed before capital ships arrive. Instead of shutting down a planetary shield generator like the movie they rebels must now blow holes in the armor exposing the super structure and then the fighters go in to kill it.


I may play test a version of this myself!

I like the outer shell idea. THaNKS! Talked to my buddy and he agrees. If I had 3 other people I'd totally be down to making it a large scale battle like in CC. Thank you for the suggestions!

On 4/5/2017 at 9:55 AM, Mayer21 said:

I like the outer shell idea. THaNKS! Talked to my buddy and he agrees. If I had 3 other people I'd totally be down to making it a large scale battle like in CC. Thank you for the suggestions!

Also the empire should instead get 4 isds and 2 interdictors with your pick of upgrades and 2-3 rebel opponents