The Force in Armada

By axe238, in Star Wars: Armada

10 hours ago, Undeadguy said:

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.

KotOR 2 that might have been the most broken ability in any game I've seen. "this works on bosses?..."

1 hour ago, dominosfleet said:

KotOR 2 that might have been the most broken ability in any game I've seen. "this works on bosses?..."

"Hey theres a ledge and a huge drop behind the enemy......" *force push*

Edited by DrakonLord

Modest force-themed abilities ideas.

Instead of assigning these cards to ships, you have a hand of them. They cost points like everything else and can only be in a list with Force users. I’m not worrying about assigning points values right now, but I think they should be very low as these are one-use abilities. There might need to be a limit on how many copies of one you can have, and a hand size limit. These things might be variable, dependant on a Force user character upgrade (Yoda gives you a large hand limit, but only allows for 2 copies of any given card. Obi-Wan has a smaller hand limit but lets you spam more copies of things.)

Without points or thematic names, the card effects could be things like:

Change a die to any facing you choose.

Change a command dial on your ship.

Ready a squadron’s (or ship’s?) used defense tokens.

Toggle the slider on an enemy squadron unless that squadron spends a defense token (or takes 1 damage).

Treat a ship or squadron as obstructed for a round.

Have the effect of a token without having or spending a token.

Allow a squadron to act like it has the Rogue keyword for one round.

Have the effect of a Brace or Evade token — not stackable with defense tokens, maybe, but not vulnerable to defense token shenanigans.

Exhaust all the exhaustable upgrades on an enemy ship. (Might require a die roll to work.)

Turn off an upgrade on an enemy ship for a single instance (prevents it from working for that attack, movement, whatever).

Do things (once) that lots of other cards already let you do, but without assigning those cards to one ship (Lando, Slicer Tooks, Chart Officer, Commander Vader, or anything that might cause rerolls or other effects that could be thematically justifiable.)

Asphyxiate your opponent from across the table. (Unsportsmanlike.)

Cancel (and discard) a just-played Force power card.

Prevent any Force powers from working during an entire round unless the player first succeeds on a die roll.

Make your opponent reveal his hand of Force power cards.

Make your opponent discard a Force power card.

Discard your commander and replace him with one of equal or lesser value.

When two force users are within Close range of each other, both players roll one red die, plus one more for each Force power card they discard. If one player rolls more hits than the other, the loser’s Force user is discarded/destroyed. (Crits count as 1.5 hits. Maybe reroll ties if all the dice come up blank.)

Move an objective token.

Cause the second player to replace an objective with another one of their choice.

(Cough, cough — My “Campaign Cards for Corellian Conflict” tweak has two force themed abilities, using a different system.)

11 hours ago, Ardaedhel said:

This is already possible with SFO on Relentless.

for one turn

25 minutes ago, D503 said:

for one turn

Two. The turn you SFO on, and the subsequent turn.

6 hours ago, Ardaedhel said:

Two. The turn you SFO on, and the subsequent turn.

True. I'll give it a go - it may be enough. Thanks