Share your personal card ideas (So we can make fun of them)

By Pikeman84, in Star Wars: Armada

We all have those ideas for cards tumbling around the backs of our mostly empty skulls, so I decided to make a thread where we can share and mock them as a community. These aren't necessarily game changing ideas, just simple generic cards you think would make a solid addition to armada. So come on down and pitch your idea, and we'll all tell you why it's terrible and you should never work for FFG.

Here's mine to get things started:

Captain's Aide:

(Officer) This ship may store one additional command token (2pts)

CQC batteries- change a die in your antisquad pool to a different color. 3 pts

Defence officer (8pts, small/med only, officer slot): this ship may gain one (1) defensive retrofit slot

Offence officer (8pts, small/ med only, officer slot): this ship may gain one (1) offensive retrofit slot

*small/med only cause could u imagine a MC80H1 with 3 defensive retrofits? Lol

Countermeasures: While defending, exhaust this card to cancel one black dice.

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In all seriousness, these are some pretty good ideas.

Edited by FoaS
24 minutes ago, DrakonLord said:

Defence officer (8pts, small/med only, officer slot): this ship may gain one (1) defensive retrofit slot

Offence officer (8pts, small/ med only, officer slot): this ship may gain one (1) offensive retrofit slot

*small/med only cause could u imagine a MC80H1 with 3 defensive retrofits? Lol

Seems a bit high costed to me, especially since you then have to pay for whatever you're putting into the slot on top of it. I mean, Minister Tua is only two points after all.

Fleet Tactician:

(Officer) Medium or Large Ship Only

This ship gains the <Fleet Command> upgrade slot if it does not already have one (3 Points)

Veteran Engineers:

(Support Crew)

When this ship activates, it may move one shield point to another hull zone (3 Points)

Edited by Pikeman84
8 minutes ago, Pikeman84 said:

Veteran Engineers:

(Support Crew)

When this ship activates, it may move one shield point to another hull zone (3 Points)

by @Wes Janson

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10 points Designation: Area Air Defense ship(medium ship only; turbolaser slot; modification) reduce all your hull zone batteries by one red die. Add two red dice to your antisquadron dice, and counter 3. (Equivalent to modern Aegis equipped ships that have corvette-like antiship capabilities but are mobile SAM sites protecting the fleet from air attacks)

Edited by Kikaze

Officer: Contract Liason

After revealing a dial, you may choose 2 squadrons at distance 1-5 to gain the Escort and Rogue keywords.

6pts

tie Adv Character.....

When a ship or squadron takes damage at distance 1-2 of a squadron with the escort special rule, you may force the attacker to reroll up to 2 dice

Officer: Special Operations Coordinator (aka more Vader)

Cost: 2

Ability: At the start of the command phase place the special operations token next to a friendly Squadron in range 1 to 5 with the Escort keyword. Until the end of the round this squadron cannot be attacked by enemy squadrons that are also engaged with at least another friendly Squadron [yes, this also blocks counter]

FAQ: If the other friendly Squadron is Rudor, Rudor can be attacked.

Edited by Darth Veggie

Ion Cannon/ Offensive retrofit: EMP Pulse (9 points)- After executing a maneuver, toggle the activation slider to the activated side of enemy squadrons at distance 1 up to your squadron value

XV9 Turbolasers - 10 points

"While attacking, you may exhaust this card to change up to 3 red dice with blank faces to faces with a single 'Hit' icon."

XV9 Turbolasers are the thematically appropriate turbolasers for large Mon Calamari Home One type cruisers. They would also he!p when I'm chucking dice like Wil Wheaton. :D

Edited by Admiral WigT

Close-range countermeasures:

Support slot

4 points

When defending at close range, discard this card to card to cancel all dice with [CRIT] icons.

Droid controllers

Offensive retrofit

4 points.

Squadrons at distance 1-3 with the Droid Keyword gain the keywords "Swarm" and "Rogue"

"Droid." keyword on squadrons: Squadrons with the droid keyword cannot be activated by ships without Droid Controllers and cannot move without a squadron command or the rogue keyword.

While I have a bunch over on KDY, my favorite upgrade ATM is:

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My most ridiculous, made and shared just for fun:

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My favorite squadron:

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And my favorite Ship:

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Edited by cynanbloodbane

After an enemy ship performs a maneuver, if it is at close-long range, you may discard this card to perform an attack against that ship.

Let's fight activation game!

Btw did anyone notice that, per its wording, suppressor cannot trigger if, let's say, Demo moved into 1-3 and then escape thanks to ET beyond distance 3? Funny.

Grand Admiral Thrawn

All your ships become command 3. Your dials cannot be changed by effect of any other cards. When you reveal a dial, you use these as their effects

Squadron: Activate squadrons equal to your squadron value plus half the value rounded up

CF:You may add 2 dice of any colour to the attack pool and may reroll one die

Navigate: You may change your speed by 2 and make one of your notches "II"

Repair: Discard a damage card, recover a shield and gain engineering points equal to your engineering value

40 points

High-risk, high-reward. Incorporates Thrawn's aspect of pre-planning to maximal effectivenes, so rewards a player for planning right, as they can't use SFO for example, but also aren't affected by Slicer Tools pr Cham, as how would they mess up a plan already in action like this?

16 hours ago, Pikeman84 said:

Seems a bit high costed to me, especially since you then have to pay for whatever you're putting into the slot on top of it. I mean, Minister Tua is only two points after all.

Fleet Tactician:

(Officer) Medium or Large Ship Only

This ship gains the <Fleet Command> upgrade slot if it does not already have one (3 Points)

Veteran Engineers:

(Support Crew)

When this ship activates, it may move one shield point to another hull zone (3 Points)

Yeh I thought about reducing it, but with it being an officer card could you imagine a Quasar with expanded hanger bays and another offensive retrofit? Pelta with similar upgrades? I'm thinking it's more a 5pts upgrade myself.

i want to be able to put it on ships that need a defensive/offensive option, but I wouldn't want it to be a case of "if I'm taking this ship, we must put this upgrade on it" and if it was a low points cost (and this card is not unique or faction specific) then it would probably be a auto include for quite a few ships.

thats my thought process though

1 hour ago, Visovics said:

Grand Admiral Thrawn

All your ships become command 3. Your dials cannot be changed by effect of any other cards. When you reveal a dial, you use these as their effects

Squadron: Activate squadrons equal to your squadron value plus half the value rounded up

CF:You may add 2 dice of any colour to the attack pool and may reroll one die

Navigate: You may change your speed by 2 and make one of your notches "II"

Repair: Discard a damage card, recover a shield and gain engineering points equal to your engineering value

40 points

High-risk, high-reward. Incorporates Thrawn's aspect of pre-planning to maximal effectivenes, so rewards a player for planning right, as they can't use SFO for example, but also aren't affected by Slicer Tools pr Cham, as how would they mess up a plan already in action like this?

Seems overpriced to me, 28pts would be more fair.

Jar Jar Binks (Commander)

Any attacks from friendly ships are thrown directly at enemy ship models. Any dice that do not connect with an enemy ship model are discarded.

40 points

Engine overdrive (4pts, Support Crew, Small ship only): When you activate this ship, you may immediately perform a straight speed 1 move. If you do, remove 1 shield from your rear hull if able.

I thought of an Imperial squadron specialising in dogfights in cluttered areas.

Based on the Tie Interceptor, it has the same stats, defence tokens and points as Sotir Fel with the following special rule...

All enemy squadrons within distance one are classed as engaged with this squadron even if they are obscured.

Edited by Mad Cat

Defensive Systems Specialist: When defending, you may exhaust this card to cancel 1 dice that does not show <hit/hit> or <hit/crit>. - Essentially, an evade token that cancels at all ranges, but only against hits and accuracies.

Overcharged Generators: After placing your ship, you may add 1 shield to two adjacent hull zones, to a maximum of 6. - Making it adjacent hull zones only limits broadsiders from taking too much advantage, and balances out some of the advantage.

Targeting Jammer: When defending, you may change one <accuracy> result to a <hit> result. - A bit like ECM, but you take a damage for the sake of removing the accuracy preventing you from bracing/evading/redirecting.

Ablative Armour Plating: When defending, you may discard this card to suffer 1 face up damage card. If you do, cancel all dice in the attack pool. - A one-time save against a crippling attack that may have a lot of accuracy rolls.

Reinforced Hull: When defending against a squadron, the Bomber keyword is ignored during the attack. - Crits don't count, and it negates BCC.

Points, not a **** clue.

Task force V is for Victory: when another Victory class Star Destroyer in 1-3 completes it's navigation, exhaust this card and that ship executes a speed 1 manuver.

I'd like to see task forces show up on older ships and open up the design space there

Edited by LegionOfBOOM