The Force in Armada

By axe238, in Star Wars: Armada

I have been considering some HOUSE rules for effects of the Force. A big part of the movies and totally unrepresented in the game. I'm leaning towards a one time use that changes an outcome somehow. Possibly a die roll, extra turning click, a negative on your opponent, or something along those lines. Darth Vader as commander would have to be left out, but Luke, Ahsoka, the Inquisitor, and Vader as pilot or upgrade could all be included. In the future Jarrus, old Ben, and the Emperor too (unless he is a commander). What do you think?

The force is the movies explanation for plot armor.

It is impossible to include in the game without either being stupidly over or under powered(or any star wars game- i have yet to see one where force weilders werent either OP or where lightsabers were essentially baseball bats).

Something like the force is just too hard to balance IMO.

Some sort of FORCE upgrade slot to be granted to a ship if it contains one of the listed characters you suggest. Then develop 2-4 different force powers some available to both sides, others Light or Dark side only.

Probably better to keep them cheap, say 3-6 points. Not too powerful. Perhaps they could be mostly discard effects so one use per game.

For example, Tlekenetic Vision. 4 points. Discard this upgrade in the determin course step. Your ship ignores the damage effects of overlapping obstacles and ships. This effect is lost when your ship next makes an attack.

Similar to chart officer but it can last longer if you don't fire weapons (breaks the concentration y'know)

ugh, please keep space magic out of this game of naval combat. The "Force Powers" you're looking for are involved in things like "Your ships can reroll all their dice" and "I don't believe in shields". They're representative enough, no need to add any further hokey religion.

I always thought that if Emperor Palpatine was in the game, he'd give off some sort of "Battle Meditation" like he would have done in Legends.

Never anything as drastic as "your ships can reroll all their dice"or "I don't believe in shields". It is not the outcome of the game I am looking at. It is for flavor, not for winning. I understood this would be a delicate matter, that's why I appealed for help from more knowledgeable people.

22 minutes ago, axe238 said:

Never anything as drastic as "your ships can reroll all their dice"or "I don't believe in shields".

He's saying those are how the Force is already represented in the game. Vader (commander) and Luke, respectively.

That time you threw 18 black dice without a single crit? The Force.

The day your opponent threw 4 red doubles and two accuracies to one-shot your ship? The Force.

Please no.

The ' how can we bring balance to the force ' threads/puns on this forum alone would get tiring too quickly.

3 hours ago, BrobaFett said:

Something like the force is just too hard to balance IMO.

Dude spoilers.

3 hours ago, dominosfleet said:

ugh, please keep space magic out of this game of naval combat. The "Force Powers" you're looking for are involved in things like "Your ships can reroll all their dice" and "I don't believe in shields". They're representative enough, no need to add any further hokey religion.

Yes, I see it now. I didn't intend to jump to conclusions so quickly. I still like the small one time affect idea though but giving anything to a commander(Vader) who can affect every ship is just broken which is why I left him out

intergalactic Police force? thought the imperial navy covered that role? especially after the judicials where disbanded before the clonewars

Force Power of Princess Leia: "Once per game you can feel if Luke is in trouble." no points, just feel the flavor!

If you want Star Wars flavor, why don't you play the Sound Track while playing and say "I have a bad feeling about this." every time you toss the dice. You don't have to mess with rules.

Obi Wan - Noble sacrifice - Discard Obi Wan at the start of the round. If you do, all abilities on any Darth Vader cannot be used that round.

Luke Skywalker - Officer- Son of Skywalker - Whilst Luke is aboard this ship Vader can only use his abilities against this ship.

Emperor Palpatine - commander - Battle Vision - all friendly ships have -1 command dial to a minimum of 1.

Yoda - commander - Force Protection - exhaust when a single attack is declared on any ship to cancel that attack before any dice are rolled. This attack is still classed as used from the attacker.

Edited by Gallanteer
12 minutes ago, Gallanteer said:

all friendly ships have -1 command dial to a minimum of 1.

Imperials cannot have this ability because of the Relentless ISD title.

Imagine the power of having an ISD1 with one command dial.... Instant response battle carrier / front arc mauler. Insane.

10 minutes ago, D503 said:

Imperials cannot have this ability because of the Relentless ISD title.

Imagine the power of having an ISD1 with one command dial.... Instant response battle carrier / front arc mauler. Insane.

But that's the whole point. Palpatine is great with large ships and one in particular but the counter is simply another good player that has planned ahead well anyway. Either that or it can't stack with Relentless.

Edited by Gallanteer

You guys, this is the perfect way to balance flotillas.

Force Crush - Smash a flotilla with your hand. If the model breaks, the ship is destroyed.

26 minutes ago, D503 said:

Imperials cannot have this ability because of the Relentless ISD title.

Imagine the power of having an ISD1 with one command dial.... Instant response battle carrier / front arc mauler. Insane.

You miss the other side of the Palpatine card... if this card is no longer in play add +1 command dial to all friendly ships ... so an ISD become command 4! & a Raider command 2.

Plus Palpatine is that controlling he should be an Admiral & officer card.

The Force is already in the game its called dice rolls. Good dice rolls the force with with you and dice rolls the force isnt

5 hours ago, D503 said:

Imperials cannot have this ability because of the Relentless ISD title.

Imagine the power of having an ISD1 with one command dial.... Instant response battle carrier / front arc mauler. Insane.

This is already possible with SFO on Relentless.

14 hours ago, BrobaFett said:

or any star wars game- i have yet to see one where force weilders werent either OP or where lightsabers were essentially baseball bats

Have you run a game of Age of Rebellion, Edge of the Empire, or Force and Destiny? I GM a couple games and I've found the force is fairly balanced in the FFG story telling system.

16 minutes ago, Darth Sanguis said:

Have you run a game of Age of Rebellion, Edge of the Empire, or Force and Destiny? I GM a couple games and I've found the force is fairly balanced in the FFG story telling system.

I have not yet ran a Star Wars tabletop RPG of any type. One of the great shortcomings of my life haha.

The GM of the tabletop game I played for about 6 years had just finished an equally long Star Wars group, and some of the members of that transitioned into our campaign, but I had missed it. Instead we played a not-to-distant-future dark scifi type D20 game that gave me some of my fondest memories of my young adult life. Still, there is some regret I never found a way to pick up a Star Wars group. Now with wife and kids setting aside a game night borders on impossible.

11 minutes ago, BrobaFett said:

I have not yet ran a Star Wars tabletop RPG of any type. One of the great shortcomings of my life haha.

The GM of the tabletop game I played for about 6 years had just finished an equally long Star Wars group, and some of the members of that transitioned into our campaign, but I had missed it. Instead we played a not-to-distant-future dark scifi type D20 game that gave me some of my fondest memories of my young adult life. Still, there is some regret I never found a way to pick up a Star Wars group. Now with wife and kids setting aside a game night borders on impossible.

Ah gotcha. Well, the system is pretty solid, force users feel very "original trilogy" until you get to higher levels.

(I may be getting a R20 online game in sometime in the next year, I'll keep you in mind if it ever comes to life. R20 is great for getting small sessions in online, much less restricting).

If done tastefully and carefully I guess it wouldn’t be the worst thing.

But to be fair, I think abilities granted by the force could just as easily be wrapped into stats, eg: Vader fighter unit is vastly superior due to force sensitivity. But for an instance of particular bad-assery such as taking on the Ghost, an Awing squadron and a Pelta frigate alone, an exhaust or discard action would be cool.

4 minutes ago, Darth Sanguis said:

Ah gotcha. Well, the system is pretty solid, force users feel very "original trilogy" until you get to higher levels.

(I may be getting a R20 online game in sometime in the next year, I'll keep you in mind if it ever comes to life. R20 is great for getting small sessions in online, much less restricting).

When I started my new job I tried to get a R20 game off the ground with my old group, but the excitement fizzled pretty quickly and it never got off the ground. Would love to be considered

(and sorry for hijacking your post OP! Still feel like force powers are too difficult to balance in game!)