Implications of RLBs, and neat ideas for new upgrades

By Darth Sanguis, in Star Wars: Armada

So this card, though very troublesome at first, opens a door for future upgrades in a way that could be very interesting. The ability to deploy a squadron outside of standard or objective based deployment, could also provide an opening for removing squadrons or redeploying squadrons. Take for instance this idea:

Offensive Retrofit

10 points

"Skilled pit crews" (or mechanics)

When you activate, before revealing your dial, you may remove up to your squadron value of unengaged squadrons at distance 1 and place them next to your ship card. Exhaust this card and discard a repair dial to restore up to your engineering value of hull points on each squadron removed this way. Before executing a maneuver, place all squadrons within distance 1.

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or maybe something like this:


Offensive Retrofit

4 points

"External Docking Clamps"

When you resolve a squadron dial, for each point of your squadron value, to a maximum of 2, instead of activating a squadron, you may remove a friendly squadron at distance 1, even if it is engaged, and place it next to your ship card. After executing a maneuver place all squadrons set aside this way within distance 1.

swx35_preview4.jpg


or as inspired by below comments

Offensive Retrofit

6 points

"Light Tractor Beams"

When you reveal your command, you may discard this card. If you do, select one enemy squadron within distance 2, if this squadron's HP is lower than your engineering value, you may remove it from play and place it next to your ship card. You may not attack this round. For as long as this ship is in play, until the end of the game, that squadron is treated as destroyed. If you are destroyed, before removing your ship from the game, the opponent places their squadron distance one of your ship.

Lys1EQF.jpg



The idea being, that there is now an alternative to activating squadrons, which focuses placing now, but could easily grow to temporarily remove squads as well.


Lemme know what you think...

Edited by Darth Sanguis
good ideas

Love these ideas, especially as it could relate to campaign play.

There's a lot of cool shenanigans which are now possible.

Just now, Democratus said:

Love these ideas, especially as it could relate to campaign play.

There's a lot of cool shenanigans which are now possible.

agreed!

Interesting ideas, but I think we need to wait a while an let other aspects of the game catch up with squadrons in terms of power before we create a constantly regenerating and mobile Biggs ball of doom.

I would like:

Light tractor beams.

[Squadron]: choose enemy squadrons up to your squadron value at distance 1 of you. And place them next to your ship card.

:P

Just now, BrobaFett said:

Interesting ideas, but I think we need to wait a while an let other aspects of the game catch up with squadrons in terms of power before we create a constantly regenerating and mobile Biggs ball of doom.

As someone who's almost entirely anti-squadron lol I agree completely. That doesn't mean it couldn't be cool.

For me, the repair version is something I'd love to have on my ISD.... make that 48 points in tie advanced really hold up their end.

Just now, ovinomanc3r said:

I would like:

Light tractor beams.

[Squadron]: choose enemy squadrons up to your squadron value at distance 1 of you. And place them next to your ship card.

:P

THIS would be awesome, specifically if it let you either destroy said squadron, or at least make a heavy anti squadron roll against it, as if it was being boarded once in the hangar.

I always tought that the space station repair (1 hp) was so lame. This way, you maybe lose your squadron for 1 turn but at least you save is life and he will come back to the figth next turn!

Edited by DOMSWAT911
1 minute ago, Darth Sanguis said:

THIS would be awesome, specifically if it let you either destroy said squadron, or at least make a heavy anti squadron roll against it, as if it was being boarded once in the hangar.

Of course they will be out of play at the end of the game so... count as destroyed.

In a more serious (balanced) way: it could be limited to your squadron value. Do you set aside 4 enemy squadrons already? Then you cannot kidnap more cause your bays are full. Maybe an "instead activating" or discarding the dial command or limited to one squadron and not the entire pack at once.

1 minute ago, ovinomanc3r said:

Of course they will be out of play at the end of the game so... count as destroyed.

In a more serious (balanced) way: it could be limited to your squadron value. Do you set aside 4 enemy squadrons already? Then you cannot kidnap more cause your bays are full. Maybe an "instead activating" or discarding the dial command or limited to one squadron and not the entire pack at once.

I think a ligth tractor beam used this way should be too strong. The AA take 3-4 shot sometimes to blow a squadron. With this upgrade, you could kill 4 squadrons in one shot with a ISD or a MC80... maybe a little bit O.P.

4 minutes ago, ovinomanc3r said:

Of course they will be out of play at the end of the game so... count as destroyed.

In a more serious (balanced) way: it could be limited to your squadron value. Do you set aside 4 enemy squadrons already? Then you cannot kidnap more cause your bays are full. Maybe an "instead activating" or discarding the dial command or limited to one squadron and not the entire pack at once.

I'm sure it could be balanced, and could be a nasty way to take out some of those meaner aces. I think I'll add this one to the OP too

12 minutes ago, Darth Sanguis said:

I'm sure it could be balanced, and could be a nasty way to take out some of those meaner aces. I think I'll add this one to the OP too

Feel free about it.:)

14 minutes ago, DOMSWAT911 said:

I think a ligth tractor beam used this way should be too strong. The AA take 3-4 shot sometimes to blow a squadron. With this upgrade, you could kill 4 squadrons in one shot with a ISD or a MC80... maybe a little bit O.P.

Completely op.

It was a joke.

However with some wording modifcation to limit its power and some game-testing a cool upgrade is possible. But that is beyond my talent.

Just now, ovinomanc3r said:

Feel free about it.:)

Completely op.

It was a joke.

However with some wording modifcation to limit its power and some game-testing a cool upgrade is possible. But that is beyond my talent.

it been added, lemme know if you'd word it differently

2 minutes ago, ovinomanc3r said:

It was a joke.

However with some wording modifcation to limit its power and some game-testing a cool upgrade is possible. But that is beyond my talent.

I realize that you were joking.. but would there be some way to interfere with the tractor beam so as to not get sucked in?

Could you hide in the cargo bays a la Millennium Falcon?

Edited by durandal343
Just now, durandal343 said:

I realize that you were joking.. but would there be some way to interfere with the tractor beam so as to not get sucked in?

The way I worded it above made it relate to hull vs engineering value.

For instance an ISD with this card is taking bomber hits because a HWK is nulling the fighter screen. The full hull of a HWK is 4 and the engineering value of an ISD is 4, so it can't snag it. But if it fired this round and did even a single damage, the next turn it would be able to yank it aboard, removing its effect.

See the OP I added a version of his idea.

We do have things like boarding parties now too.. Could we sneak in and take over a ship? Maybe for just a turn or something? Or disable certain systems like old Ben on the Death Star?

*not actual ideas I think will really be implemented

4 minutes ago, durandal343 said:

I realize that you were joking.. but would there be some way to interfere with the tractor beam so as to not get sucked in?

Could you hide in the cargo bays a la Millennium Falcon?

No until that was released:

· Kenobi (Millennium Falcon).

Whenever you were set aside by an enemy ship you can remove Kenobi from the game. If you do, place · Han Solo (Millenium Falcon) in the play area at distance 1 of that ship.

Cost: 27

:P:D

I did have a fighter repair bay from one of the old upgrade discussions. It said when you use a squadron command you may choose to repair a number of squadrons at range 1 hull points equal to your squadron value. Squadrons activated this way can not attack or move this activation.

10 minutes ago, chr335 said:

I did have a fighter repair bay from one of the old upgrade discussions. It said when you use a squadron command you may choose to repair a number of squadrons at range 1 hull points equal to your squadron value. Squadrons activated this way can not attack or move this activation.

I would name this "Pisto repair droids" The Buzz droids from EP III were based off an old colicoid repair droid... no reason it couldn't happen.

For anti squadron upgrades

Calibrated targeting computers Offensive upgrade crits on anti squadron rolls add one damage to the total. 7 points (possibly higher)

Flack cannon Ordinance upgrade crits on anti squadron rolls add 2 damage to the total. 10+ points.

It would be cool if you could use Repair Crews on squadrons.

13 minutes ago, chr335 said:

For anti squadron upgrades

Calibrated targeting computers Offensive upgrade crits on anti squadron rolls add one damage to the total. 7 points (possibly higher)

Flack cannon Ordinance upgrade crits on anti squadron rolls add 2 damage to the total. 10+ points.

Good lord the raider though... lol

Squadron death is at hand

6 minutes ago, Darth Sanguis said:

Good lord the raider though... lol

Squadron death is at hand

Probably should have both be modifications.

Just something I came up with in a few minutes, any rules guys feel free to tear it apart.

Edited by ianediger
28 minutes ago, chr335 said:

For anti squadron upgrades

Calibrated targeting computers Offensive upgrade crits on anti squadron rolls add one damage to the total. 7 points (possibly higher)

Flack cannon Ordinance upgrade crits on anti squadron rolls add 2 damage to the total. 10+ points.

Weapon Team: when you are attacking a squadron you may reroll any number of dice. (2)

Offensive Retroffit: (modification) your antisquadron armament is increased by 1 red die (5)

Let's make the the raider deadly!!!

Edited by ovinomanc3r