Hype the Hyperspace Report (Day 4): "Traveling through hyperspace isn't like dusting crops"

By Darth Veggie, in Star Wars: Armada

Day 4 of the hypetrain to the Hyperspace Report. And that means four more times going to bed and then there is christmas the Hyperspace Report unto us! Hence, time for the next minigame:

"Traveling through hyperspace isn't like dusting crops"

han-solo-hyperdrive.jpg

Thanks, Han. Now, we know what travelling through hyperspace is not. But tell me: What is it? Especially, what is it in Armada? And thereby we arrive at today's minigame:

  • Again it is about upgrades, but this time not about upgrades you expect to come, but an upgrade you consider to be nice - and to be about hyperspace! Post how hyperspace mechanisms could be included in Armada via upgrade cards.
  • The victorious player is determined by the amount of likes he gets for his proposas before the Hyperspace Report is unto us.
  • Prize: The likes you get.
  • As always: Darth Veggie is not allowed to participate, but for spirit of competition reasons he will like every proposal posted here.

Example: Here is my proposal for one upgrade card that covers a hyperspace aspect

  • Squadron Retreat Coordinator (officer; 2 pts.): If a friendly squadron in distance 5 is destroyed, you may discard this card. Place the destroyed Squadron on this card, after it is removed from the play area. When calculating victory points, do not count fleet points of your squadrons on Squadron Retreat Coordinator cards to your opponents victory points, if he does not win independently of those points.

That would be my proposal. I am sure you can do better!

Tomorrow's minigame will be based on a Star Wars quote, but on THE Star Wars quote. period. It is: "I am your father!"

P.S.: I don't have a idea for the minigame on Sunday (for Monday I have one). If you have one, please PM me :-)

Interdiction counts as hyperspace related, right?

Hyperspace Destabilizer

Experimental refit

7? points

Place an Interdiction token anywhere on the board.

When an opponent would deploy ships or squadrons from off the board agter the deployment phase, if the ships or squadrons are within medium range of the Interdiction token, your opponent must either set all affected ships to speed 0 immediatly after deploying them or allow you to place the deployed ships or squadrons anywhere within medium range of the token.

Hyperspace Micro Jump - defensive retrofit - 12pts

Large or Medium ship only.

At the start of any ship phase this card can be discarded. If it is, move this ship anywhere on the board not within distance 2 of any obstacles, ships or squadrons then your max speed is reduced by 1 for the rest of the game, take 1 face up damage card and finally take damage to the front hull zone equal to the maximum shield value of the front hull zone.

Hyperspace Tracker

If your opponent sets aside a ship this this ship may also be set aside tracking it. When the opponent deploys the set aside ship then this ship must be deployed at medium to long range of the deployed ship but not overlapping any other ships.

• Admiral Holdo - Officer - 10 pts?

Large ship only.

At the start of the ship phase, you may discard this card and make an immediate speed-4 maneuver. If you do not have a maneuver chart for speed 4, you gain one for this maneuver only, - - - -. Destroy this ship and the first ship you would overlap during this maneuver.

44 minutes ago, OlaphOfTheNorth said:

• Admiral Holdo - Commander - 20 pts?

At the start of the ship phase, you may discard this card to make the attached ship perform an immediate speed-5 maneuver. Destroy this ship and the first ship you would overlap during this maneuver.

FTFY.

Hyperspace Assault pods: 10 points, Offensive Retrofit + Fleet Support

During deployment, set aside this ship. At the start of any round after the first, you may place attached ship at distance 1 of a friendly ship. When attacking, you may discard this card and your scatter token to perform an attack with a battery armament of 5 black dice, as if you have Ordinance Experts and Assault concussion missiles. This ship may not be your first activation on any round

You get one massive attack, and then are useless and die. Yes, it would work with Ackbar, but you are paying 28 points for one shot.

Hyper-Point Insertion: Fleet Command

During Setup, place 1 ship outside your deployment zone. This ship does not count against your fleet cost total. With this ship place a number of Squadrons equal to its Squadron value; these do count against your Squadron total.

On one of your turns you may place this ship anywhere on the board. Immediately place all Squadrons within range 1 of it. At the start of your next turn remove this ship from the board.

(Edit: Debating on if this Ship should be Small/Medium only. Also debating if this ship should get an activation during its one turn on the board.)

Edited by GrandAdmiralCrunch

Hyperspace fighter coordination. Offensive retrofit.

You may set aside a number of non swarm squadrons equal to your squadron value. At the begining of the first ship phase place a token anywhere on the board. At the start of any of the next ship phases you may place the set aside squadrons within distance one of the token.

Rebel ships have hyper drives and are always fighting right out of hyper space. This could reflect that a little bit.

Blue Objective: Hyperspace Retreat

Set-up: Place obstacles as normal, excluding the station. Then the first player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. The station is a Gravity Well Projector; place Gravity Well Projector card near the second player's ship cards.

Special Rule: The second player assigns 1 objective token to each of his ships. If the Gravity Well Projector is destroyed, when the second player activates a ship they may discard its command dial to prime its hyper-drive. Ships activating in this way cannot attack, nor recover shield points or hull. At the end of the round the second player may remove all ships with primed hyper-drives from the play area and gain a victory token for each ship removed in this way. These ships do not count as destroyed. When one of the second player's ships are destroyed, the first player gains 1 victory token.

Gravity Well Projector [Card]: 14 Hull. Ships belonging to the second player at range 1-5 cannot resolve navigation tokens. The first player may instead attach this card it an Interdictor and remove the space station from play, ignoring the Hull value presented on this card.

Each victory token is worth 20 points during end of game scoring.

Edited by Divad
typo
17 minutes ago, Divad said:

Blue Objective: Hyperspace Retreat

Set-up: Place obstacles as normal, excluding the station. Then the first player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. The station is a Gravity Well Projector; place Gravity Well Projector card near the second player's ship cards.

Special Rule: The second player assigns 1 objective token to each of his ships. If the Gravity Well Projector is destroyed, when the second player activates a ship they may discard its command dial to prime its hyper-drive. Ships activating in this way cannot attack, nor recover shield points or hull. At the end of the round the second player may remove all ships with primed hyper-drives from the play area and gain a victory token for each ship removed in this way. These ships do not count as destroyed. When one of the second player's ships are destroyed, the first player gains 1 victory token.

Gravity Well Projector [Card]: 14 Hull. Ships belonging to the second player at range 1-5 cannot resolve navigation tokens. The first player may instead attach this card it an Interdictor and remove the space station from play, ignoring the Hull value presented on this card.

Each victory token is worth 20 points during end of game scoring.

I like that objective a lot...

An objective for all our recently superflous number of flotillas...


Navigation Objective
Heavy Traffic at Hyperspace Checkpoint

After Setup, both players each place 1 Objective Marker at distance 3 of the opposing short edges of the Play Area.

Both players set aside any number of small ships with a command value of 1 which are not part of their current fleet and mark them with an agreed-upon marker to signity their neutral status.

At the start of the first Round, players take turns placing one quarter of the set-aside ships, rounded up, at distance 1 of either of the two Objective Markers.
At the start of any other Round, players take turns moving one of the neutral ships according to the top speed on this ship's movement chart as if the ship executed a navigation command.
After all neutral ships have been moved this way, players take turns placing any number of neutral ships up to one quarter of all previously set-aside ships at distance 1 of either of the two Objective Markers.

If any ship destroys a neutral ship, e.g. because of overlapping, the opposing player gains a Victory token (15 points).

Edited by JadinED

I know, the idea is too convaluted to be an actual objective... More like a "Take The Station" things.

More rules are needed.

• The neutral ships should be deployed in the direction towards the Play Area, so that they don't fly off the Play Area as soon as they're moved.

• The neutral ships are removed from the Play Area when they finish their movement at distance 1 of the Objective Marker they didn't start from. The Player who executes this movement gains a Victory token.

• If one of the players flies a neutral ship off the Play Area, the opposing player gains a Victory token.

Edited by JadinED

I don't have the time right now. Perhaps one of you couldn't post a pictures of what a battle/Hyperspace Checkpoint traffic jam would look like at rounds four, five or six.

Well done all, enjoying this thread.

Hmmm, just thought of one there, relevant to a custom Corellian Campaign like setting:

Hyperspace Trajectory Calculation: if a Rebel ship exits to hyperspace during a battle (using campaign rules), an Imperial ship within firing range may roll Red dice (equal to its size, 1-3) as it attempts to calculate their destination. Score victory points for each accuracy symbol (for the intel gained) OR perhaps have Rebels reveal whether one of their controlled systems is a base or outpost.

This is inspired by the Star Wars: Imperial Sourcebook's note on Hyperspace Signal Interceptors (Chapter 8 Sector Group Organisation - The Oranization of the Navy - Line [West End Games]). The HSI are used to enable immediate pursuit of fleeing ships by attempting to calculate their destination. For Armada it could work as an upgrade card within a campaign setting.

Edited by skirmisher

Hyperspace Miscalculation upgrade: purchase and use against your opponent at setup.

Astrogation calculation errors and engine faults can delay the co-ordinated arrival of a fleet.

Roll a Red dice for each ship: a normal hit = you my redeploy your oppoenent's ship up to range 5; a critical roll = the unit's arrival is delayed one turn (mark its setup point and remove from board until turn 2).

Also roll for each squardon beyond the opponents fleet's total squadron value (assumes the ships acted as carriers for the fighters squadrons up to their total squadron value and the remainder jumped to hyperspace individually).

Edited by skirmisher