Here's an idea: new damage cards

By Tayloraj100, in Star Wars: Armada

So this occurred to me just now as I was reading some other post where the author wished for rules where a ship explodes when it is destroyed. I thought, "Well, that sounds like it could be an effect on a damage card. Like: 'If this card is face up when this ship is destroyed, it does [some amount of damage] to all ships (or just friendly ships???) within [some range]."

Then, it hit me. I've seen folks wish for new objectives or new kinds of ships for existing models (like the Kuat and Cymoon), perhaps included in a future campaign the way CC gave us new squadrons. What if such a new campaign, or whatever kind of release, gave us NEW DAMAGE CARDS?

What effects could such cards have to shake the meta(s) up? Counteract or change play styles? Address stuff that's come out since the core release? Or just be cool and thematic?

(And would these be in addition to the regular old damage cards, or a new replacement set? I dunno, this literally just entered my head.)

"Pull a card from the old damage deck. Turn this card face down."

Edited by Xeletor

Injured Officer

Crew

Your opponent choses 1 Commander or Officer upgrade. That card's text box is considered to be blank until the end of the round.

BFG had (has) some good rules about what happens when ships get destroyed. They varied from becoming a drifting hulk (models remains on the table, moves a little bit in a straight line every turn and can be used for cover etc.) to exploding partially to a full blown nuclear explosion.

I'd like to see the introduction of special damage cards, when a ship is destroyed you draw one of those cards and see what the effect is. Would be simpler than making them part of the normal damage card deck I think. They could vary from "Crew to the escape pods" which reduces the VP's the opponent gets from the ship, to "reactor overload" which damages nearby ships and squadrons, to "ramming speed" which allows one more move with the ship before removing it from play. The options are nearly endless.

Also, you could have a special damage card that isn’t put in the deck but could be placed on a ship as a result of an upgrade or keyword triggering.

(Maybe this is how to do the gunboats squadron. Only 1 or 2 anti-ship dice but instead of being a regular bomber, a crit places this special damage card.)

Maybe some that have a really nasty effect but then are discarded, representing not damage that kills the ship but something that disrupts its systems temprarily.

Listing Starboard

Ship

Until this damage card is removed, your ship must take a right-hand turn at whatever speed you are currently set to.

When making a left-hand turn, reduce your speed by 1 after moving to a minimum of 1.

At speed 1 you cannot make left-hand turns.

Turn this damage card face down if you have the "Listing Port" damage card.

(Opposing damage card which lists left also included.)

What constitutes a Right Hand (or left hand) Turn ?

1 minute ago, Drasnighta said:

What constitutes a Right Hand (or left hand) Turn ?

I have no clue what making your ship turn left or right is called in game.

I'm referring to turning your ship during movement via navigating, but only in a certain direction.

Just now, Indy_com said:

I have no clue what making your ship turn left or right is called in game.

I'm referring to turning your ship during movement via navigating, but only in a certain direction.

Right. But that's the problem. Is it one click? is it two clicks? Is it the Maximum or Minimum at your speed...

There is no term for it. Its not like in X-Wing where the smaller curve is a bank and the harder curve is the turn ... We have no actual term other than "Clicks of Yaw"...

I'm not saying the idea is bad - we just need to put it into Rules Parlance to be right :)

Just now, Drasnighta said:

Right. But that's the problem. Is it one click? is it two clicks? Is it the Maximum or Minimum at your speed...

Maximum at that speed, or 1 click if no clicks are allowed at that speed.

Just now, Drasnighta said:

I'm not saying the idea is bad - we just need to put it into Rules Parlance to be right :)

But what if we want it to be left?

Just now, geek19 said:

But what if we want it to be left?

then we stand on our heads and read it. /s

Just now, geek19 said:

But what if we want it to be left?

Get out.

Yessss. Put a half decks worth of new damage cards in a new campaign pack. Always supporting ways to make damage more random. I like it.

I would like a rule lowering of fire power out put as a ship takes hull damage.

1 hour ago, ouzel said:

I would like a rule lowering of fire power out put as a ship takes hull damage.

A really simple house rule would be:
When you have suffered half or more of your hull damage (rounded up), your attacks against ships are treated as obstructed.

Other variations are possible:
While you have suffered half or more of your hull damage (rounded up), when making an attack against a ship, remove one die of your choice from your attack battery. (This way it stacks with obstruction).

I honestly prefer the reduced efficiency be represented by new damage cards. A reduction in weapon efficiency, while nice, assumes you are shooting weapons emplacements not engines, or hanger bays or repair systems. Why should firepower diminish but engine strength, squadron capacity & damage control systems are unaffected. This is an obvious attempt at Intradictorisim, and I wont stand for it. Seriously though, this would require some serious playtesting for balance issues. For example, a TRC90 would loose its side arc shots at long rang as soon as it hit 2 damage, now to even activate an upgrade that only affects red dice it needs to be in medium range, where it is even less survivable. Is it still worth the points?

Adrift - You may only move forward, and may not increase your speed. At the end of your movement, reduce speed by 1.

Nav Controls Unresponsive - You may only move straight ahead unless using the Navigate command; a Navigate dial allows you to utilize your normal movement chart, but not add any clicks of yaw to it.

Turbolaser Malfunction - You may not attack with any red dice in your anti-ship batteries.

Ion Cannons Overloaded - You may not attack with any blue dice in your anti-ship batteries.

Ordinance Jam - You may not attack with any black dice in your anti-ship batteries.

Point-Defense Systems Offline - You may not attack with your anti-squadron batteries.

Targeting Systems Down - You may only make one attack when you activate.

Weapons Damaged - Reduce the number of dice in your attacks by half, rounded up.

System Error - When you activate, turn your top command dial one icon clockwise before revealing it.

Shields Down - Any damage you take goes directly to your hull and bypasses shields.

Some of the above are pretty nasty, and should probably also have a line like, "At the end of your [next] activation, flip this card face-down."

Critical System Destroyed - Randomly discard one upgrade card, then discard this card. If you have no upgrades, flip this card face down.

Disabled - Your command dials have no effect. You may not attack, yaw, or change speed. Discard this card at the end of your activation.

What about Dodonna?

5 hours ago, Tayloraj100 said:

Turbolaser Malfunction - You may not attack with any red dice in your anti-ship batteries.

Ion Cannons Overloaded - You may not attack with any blue dice in your anti-ship batteries.

Ordinance Jam - You may not attack with any black dice in your anti-ship batteries.

Those may be a problem, cos they'll be useless on some ships. IIRC, X-wing got their second deck as a fix because some crits were useless on some of the fighters, so I don't think those can really happen

Edit: Ignore me :P

Edited by Visovics
7 minutes ago, Visovics said:

Those may be a problem, cos they'll be useless on some ships. IIRC, X-wing got their second deck as a fix because some crits were useless on some of the fighters, so I don't think those can really happen

How many existing crits hurt flotillas?

13 minutes ago, Ginkapo said:

How many existing crits hurt flotillas?

fair enough, but if that flotilla is taking crits it won't be around much longer

1 hour ago, Visovics said:

Those may be a problem, cos they'll be useless on some ships. IIRC, X-wing got their second deck as a fix because some crits were useless on some of the fighters, so I don't think those can really happen

depowered-armament.jpg

Right in the Hopes and Dreams - Discard any equipped Title upgrade cards then flip this card facedown.

Broken and Stupid - When you would reveal a command, instead roll a D4. You count as revealing the command associated with the number rolled on the D4 1: Navigation, 2: Engineering, 3: Squadron, 4: Concentrated Fire

Your other left- After the maneuver tool has been locked into your base, but before executing the maneuver, flip a coin for each speed on the maneuver tool. On a heads result, nothing happens. On a tails result, the maneuver tool is clicked in the opposite direction the same number of clicks.

Cowards do...survive!- Discard one attached Officer or Commander upgrade and equip it to another friendly ship at range 1 (regardless of normal restrictions) and flip this card facedown. If there are no other friendly ships at range 1, the card is still discarded, but does not count towards the point total of this ship if it is destroyed.

Die in a fire!- At the start of the ship phase, roll a red die and deal 1 faceup damage card to this ship for each hit result.

He's as Clumsy as he is Stupid!- Discard 1 Officer upgrade card and flip this card facedown. If you have no officer upgrade, deal 1 faceup damage card to ship and flip this facedown instead.

Well at least they can't use defense tokens- When attacking, after the modify dice step, but before spending accuracy results, you must change four of your dice that have a hit or crit facing to facings with an accuracy icon or a blank icon.

Edited by MasterShake2