Nunchuck Expansion Preview - Part 1

By Crabbok, in Star Wars: Armada

I'm getting close to finishing a home-made expansion that I've been working on for awhile now. So I decided I'd do a little teaser for it, showcasing some of the cards and talking about the reasoning behind them.

When complete (hopefully within the next week or 2) I'll have all the files available on crabbok.com for download.

-- EDIT

Part 2!

Edited by Crabbok

Ooooooh.

I love fan expansions :3

I dig the concepts in a big way. I'm with you on the names though. Let me check my notes on what fonts Armada uses for the various fields. Also it looks like you're forgetting the "Unique Indicator" dots on these titles.

If only there was a website that let's you create custom armada cards and generate a PDF for them ;)

I've looked at Kuat Drive Yards but I decided I wanted to make my cards look more like the actual cards with the backgrounds and everything, and all the stuff I see on Kuat has a different style.

But yes, I didn't include the dots - At the time there was no "Dot" symbol for the font I'm using, so I'm just going to say that the Lightsaber Nunchuck symbol on the cards implies it's unique and thus cannot be used. That or I"ll find a pretty dot and simply add it to each card before publishing the final product.

You put a lot of work and thought into this, and it shows.

Well done.

35 minutes ago, Crabbok said:

I've looked at Kuat Drive Yards but I decided I wanted to make my cards look more like the actual cards with the backgrounds and everything, and all the stuff I see on Kuat has a different style.

But yes, I didn't include the dots - At the time there was no "Dot" symbol for the font I'm using, so I'm just going to say that the Lightsaber Nunchuck symbol on the cards implies it's unique and thus cannot be used. That or I"ll find a pretty dot and simply add it to each card before publishing the final product.

Fair enough - So long as you knew about the option and chose not to use it - can't fault you for that :3

1 hour ago, Crabbok said:

I've looked at Kuat Drive Yards but I decided I wanted to make my cards look more like the actual cards with the backgrounds and everything, and all the stuff I see on Kuat has a different style.

But yes, I didn't include the dots - At the time there was no "Dot" symbol for the font I'm using, so I'm just going to say that the Lightsaber Nunchuck symbol on the cards implies it's unique and thus cannot be used. That or I"ll find a pretty dot and simply add it to each card before publishing the final product.

There is a nice ASCII dot symbol, forget what number however.

Mine is U+2202 on myriad pro.

Some feedback, because I'm outspoken an opinionated. Please feel free to ignore me:

VSD Panther (6): VSD-I only. You have a top speed of 3 with yaw values of - 1 -
Admirable- glad you're offering something to help the VSD's pain points. Seems a bit clunky to put it in text like this... I think instead I'd say "Your maximum speed is 3. When resolving the navigation step, if you are at speed 3, reference the speed 2 chart with a final yaw value of '-'." Or something. I'd pay 6 points for this- wish it was backwards compatible with the VSD-II to allow the ship some epic flanking maneuvers from far afield- makes the VSD from an ok ship to something fantastic.

My solution for this in the campaign thing was a support slot to basically do the same thing- Engine techs for the extra bump in speed until you're ready to fire with a concentrate fire command.

VSD Gravitron (6) : Squadrons at distance 1 of you have "Heavy"
Not certain about the utility of this one. It decreases the demands of intel... it's a boost over the Quasar Fire by allowing that flexibility at least to get some specific position placement. I'd have to get it to the table (basically see some plays) to understand the full ramifications of this one. Distance 1 is pretty limiting however- I'd probably bump this up to short range.

GSD Eager Hawk (4): After you deploy this ship, you may perform a speed-1 move.
I hear you on wanting to make deployment shenanigans interesting, but I'm not certain if I like this. I'd still be taking Demolisher over this for effects in the later game, and that's something your Gladiators are going to have to compete with. I think to jazz this one up, I'd say "During your deployment, you may place this ship at distance 1-5 of your home edge"- which would include the areas outside of the setup zone in addition to the distance-2 space outside of the normal deployment zone. Alternatively, "At the start of the ship phase of the first round, deploy this ship."- giving it an edge of Superior positions/Solar Corona in title form (just like Raddus gives Hyperspace assault).

GSD Seraphim (5): [squadron] instead of activating a squadron, you may restore 1 health to it instead
I'd be wary of this with certain Imperial aces (Mithel, Fel). If you're using this in place of a squadron, if I have a token, can I heal a squadron up to 3 health? Kudos for trying to make the GSD into more of a support ship. Take Seraphim on a GSD-II with Fighter Coordination Team, Instructor Goran, and whatever wepteam-missile combo, or empty, for squadron support use. I'd want to know the latitude for what is possible out of the squadron command, but I'd consider taking it if it's sound.

GSD Blindside (6): When attacking from your rear arc, the defender cannot spend defense tokens.
Not sure I like this one. I think it would have a home on ISD-Ks, ISD-Is, or any ship intended on speed 3 rushes that blow past the enemy. In the end though I'm not sure it's as valueble as you might think- this title may never see use in a game if your enemy never gets behind your ship (say medium-heavies colliding with the nose of your ships). Instead, I'd say "When you activate, any enemy ship or squadron within distance 1 of your rear arc suffers 1 damage."

ISD Speedy (8): After performing your first move of each round, you may spend a command token to perform a speed 1 move with no yaw
I don't feel like ISDs need any speed buffs, though flankers and -Ks are going to like this for the sake of charging their opponents. Something to use with tokens could be spending a token to increase a click by 1. Not sure if I'd take it, since Ks are going to like Avenger. Cymoons might take this to come from The Far Flank to get closer.

ISD Bounty (12): [Squadron] After you finish activation squadrons, each squadron you activated with rogue may suffer 2 damage to toggle its activation slider.
I like thinking out of the box here- using the ultra-fragile RDR as a carrier and activating Rogues (which is not seen as optimal). I won't take this though, for the sake of being 12 points on an ultra-fragile ship and doing 2 damage to expensive squads- bringing them down to TIE Fighter hull. Could be interesting to pair with Seraphim.

ISD Knuckle (5): During the 3rd and 6th round, this ship must activate at the end of the squadron phase
Hard-coded turn activations are not typically liked around here (Tagge's at the bottom of the barrel for a reason), but 3 is typically a safe bet for activation shenanegans. I'd rather make this a 8 point discard that allows your ship to activate on the squadron phase. To make it harder, you must discard a defense token in addition to discarding the card.

GZ Hellfire (8): When at speed zero, increase your frontal armament by one red die
I like this title supporting the armament. I'm not certain it'll work... I'd like to take Hellfire with an Intel Officer and concentrate fire after dropping to speed 0 as an ankle-biter to snipe off defensive tokens... but that's a pricey distraction. I'd drop this to 2 points since it's a throaway thing.

INT Chugg (5): When attacking a ship with a lower speed than you, you may add one red die to your attack pool.
I don't know how often this condition is going to come into play. Maybe if you're charging your VSD at a speed 1 MC80? Maybe when you're at speed 2 with a G-8, hitting an MC80 continually with Tractor Beams? How often is the conditional going to be true?

Kudos to making content and trying to do new things with old ships! Take the time to test your work if you can! I think out of all of these, I like Seraphim the most.

Edited by Norsehound
40 minutes ago, Norsehound said:

VSD Gravitron (6) : Squadrons at distance 1 of you have "Heavy"
Not certain about the utility of this one. It decreases the demands of intel... it's a boost over the Quasar Fire by allowing that flexibility at least to get some specific position placement. I'd have to get it to the table (basically see some plays) to understand the full ramifications of this one. Distance 1 is pretty limiting however- I'd probably bump this up to short range.

You say it! It decrease the demands of intel OF YOUR OPPONENT!! ?

5 hours ago, Norsehound said:

Mine is U+2202 on myriad pro.

Some feedback,

Good feedback - (Edited it out to save space)

Some thoughts.

ISD Speedy - wanted to allow a faster approach at a high cost - but could possibly adjust this to have a cost in other ways, perhaps you can spend a Nav dial, AND a Nav Command token, to perform a speed 4 move with zero yaw. Like, you'd seriuosly have to line up that shot, and have some serious preparation to make it work - plus the title would be expensive as well, but I could bring it down from 8 if it's that difficult to line up.

GZHellfire - Title could probably be a bit cheaper and disposable as well. 8 points is cheaper than spinal armament, but it's not very threatening on a Gozanti so perhaps taking it down a few points could work. Will re-evaluate.

VSD Gravitron - It's meant to be distance 1 for a reason because of how disrupting it can be. And decreasing the demand for intel is absolutely something I was trying to push for - It's bothersome to me that so many squadron builds have so little flexibility with Intel being virtually mandatory. This is a limited way to deal with that - while requiring skill to maneuver a slow ship to the right point - but it's also a double edged sword, as it could end up hurting your own ships too, since if you bump your opponent will get to place them in a way that isn't advantageous to you. But considering you can now take those squadron points and dump them into another bomber... I think it's worth the shot.

4 minutes ago, Crabbok said:

but it's also a double edged sword,

Not so much and thanks to Goran range it could be even interesting. Enemy squadrons must be at distance 1 of your ship but your squadrons could be a bit further avoiding heavy and also improving their counter engaging enemy squadrons and being able to shot anyways.

It is not easy to setup though so not sure how much play it would see. If you think about it, it is a VSD title that provides heavy at distance 1 so...

1. Or you use it to prevent being enganged around your VSD and launch an assault leaving your VSD alone. Or leaving some coverage as I said in my first line.

2. Or you use it to launch assaults over enemy ships also with you VSD around what force you to get your VSD a distance 1 (+squadron base length) of an enemy ship. And that's hard.

Maybe you could do it distance 2 (not 1-2). I dunno.

A VSD 1 specific card is a good idea I think.

I don’t in general agree with a lot of the complaints about Vic slowness. Every ship should have a limitation. But this does need to be balanced with the ships being effectively shelved for a majority of players.

My thoughts and opinions:

(VSD)Panther - I like this one, but the restriction to only the VSD-1 seems unnecessary to me. Cost wise it seems pretty good.

(VSD) Gravitron - I see where you were going with this but it's only useful really niche cases that require a decent amount of setup. I don't think I'd take it all that often. I'd take it if it could cancel out the intel effect on my squads.

(GSD) Eager Hawk - This is a title that'd be nice on pretty much any other ship than a glad. With demo existing I don't think this would see much use, like insidious. I'd rather this one by on the ISD and Speedy be on GSDs.

(GSD)Seraphim - I like this one. It's a unique way to make a glad considerable in a squad heavy fleet. Being able to heal 3 squads is pretty great. I'd definitely take it.

(ISD)Blindside -This one is overcosted, it's more expensive than arguably the best ISD title - Avenger. Drop it to 3 points and I might take it occasionally.

(ISD)Speedy - Honestly, I don't like this one much at all. I've never looked at an ISD and wanted to haul around at speed 4. It's also quite expensive, being the same cost as a TIE.

(RDR)Bounty - This one is good, and definitely opens up gameplay opportunities. It'd probably pair well with Decimators. Cost wise, it's just a tad much as to make it worthwhile you'd have to take expanded hangers and grint. 10 points maybe?

(RDR) Knuckle -An interesting alternative to the usual antisquad titles. But I'm inclined to agree with @Norsehound overall.

(GZT)Hellfire- Its alright, again interesting concept. However, I think 8 points is a bit much considering that by doing this you put a massive "SHOOT ME" over the gozanti. Gozantis live and die by their scatter so loosing all survivability for a red dice doesn't seem like a good trade for 8 points. Perhaps 4 points is better.

(Interdictor)Chugg - Can't say I'm a huge fan of this one. I'm really struggling to see a list where I'd want this title over the Interdictor title. One red won't really make that much of a difference in terms of damage. Maybe make it a die of any color?

All in all, there's a couple that I can see taking in my fleet, a couple more that with some changes I could see taking, and one I can't see myself using(Eager Hawk, Demo is just too **** good). I like the ideas behind most, and this could be the first community expansion that sees a lot of use, so I'm being extra critical of it. Also you probably ought change the names for most of them, they don't feel Imperial at all.

Edited by DasSauerkraut

Thanks for the feedback.

All in all, I get that some you guys feel might be a bit niche... and that's actually exactly what I'm going for. Alot of these ships I have 4 - 5 titles coming out and I don't want every title to be amazing for every situation - I am hoping to have titles that will make you rethink a fleet's purpose - Like the rear arc of the ISD for example - (BTW that is effective against squadron aces as well - toss Kallus on that with an ISD Kuat and you might find yourself rolling 3 black at a Shara Bey who can't scatter... )

But still good feedback. Will definitely incorporate that with the final touches.

I would like to bring in some thoughts. Before that, I want to thank Crabbok for his efforts to keep the game and community in a healthy state! (There are so many others only moaning!)

VSD Panther (6): VSD-I only. You have a top speed of 3 with yaw values of - 1 -

I think that many imperial players wait for a buff to VSD speed. But I think it's boring to do it in a way which brings in a speed 3 row of speed chart. I think it would be more interesting to make it a group title saying: " When you exhaust this card another ship with this title at distance 1-3 may make a maneuver with speed 1. " This way two VSDs could speed up each other or two VSDs could make a third one a real speeder.

VSD Gravitron (6) : Squadrons at distance 1 of you have "Heavy"

I don't think that one is very useful. Make it " enemy squadrons " and cheaper. Or make it a buff for anti-squad armament like "During an attack, you may exhaust this card to increase your antisquadron-armament with 1 blue die." That would be quite useful, and I would like to combine it with Agent Kallus .

GSD Eager Hawk (4): After you deploy this ship, you may perform a speed-1 move.

I like Norsehounds idea, that you may deploy in a different way.

GSD Seraphim (5): [squadron] instead of activating a squadron, you may restore 1 health to it instead

That's nice. GSD can be a carrier or squadron supporter. Good if you already have a " Demolisher ".

GSD Blindside (6): When attacking from your rear arc, the defender cannot spend defense tokens.

Often when you play against MC30c or CR90s they rush to get behind you. Nice title to teach them, that a ISD is always a threatening enemy. Maybe for only 4 pts, because very situational.

ISD Speedy (8): After performing your first move of each round, you may spend a command token to perform a speed 1 move with no yaw

First: Please call it " Blitz "! That's a wargame and no Bugs Bunny show. Then: Make it a discard - one and only use. I don't like a ISD constantly going at speed 4. (Imagine you would combine your version with " Wulff Yularen ")

Raider Bounty (12): [Squadron] After you finish activation squadrons, each squadron you activated with rogue may suffer 2 damage to toggle its activation slider.

Like Norsehound, I think cost and damage are way too hard. I would never use that! A Raider is a ship that has to be cheap, because it will die very easily! For a reansonable price and without causing (two) damage it could be a fine card for another small carrier, like Arquitense or maybe even a Gozanti.

Raider Knuckle (5): During the 3rd and 6th round, this ship must activate at the end of the squadron phase

What good is activating after squadron phase? 3 B-wings can kill a Raider. Make it " Discard this card to pass activation. You must activate this ship DURING Squadron phase this round. "

GZ Hellfire (8): When at speed zero, increase your frontal armament by one red die

Hmm. For First Player only? Make it another condition, like being at distance of sthg. or spending a defense token, maybe? Too expensive!

INT Chugg (5): When attacking a ship with a lower speed than you, you may add one red die to your attack pool.

How about " higher speed than you "? Make that a buff against annoying CR90 zipping around or Hammerheads speeding in.

Very good ideas in any case! And FFG should be ashamed by your effort.

Are you looking to crowdsource some of the balance work? You could try posting one card per day, and just gather a dozen or so first-glance notes on each card.

I am so in for this. Thank you Crabbok, I had similar thoughts around player expansions. You are awesome.

A thoughts on how to word these cards to be consistent with previous Armada rules writing.

Panther -- " Victory I-class only. Your maximum speed is 3. At speed 3, you have zero clicks of yaw at the first joint, one click at the second joint, and zero clicks at the third joint."

Gravitron -- Great. This is probably my favorite idea. I love the idea of Interdictors being specialized in aura abilities. If this is all squadrons, not just enemy squadrons, I think it could be a smidge cheaper. It's hard to squeeze value of out Heavy enemy squadrons if you don't also have your own squadrons in the area to capitalize. Not impossible, but the annoyance of juggling your squadrons right at the border of the aura and staying there as the Gravitron moves around means that it's probably worth less than 6 points.

Eager Hawk -- "After you deploy, you may perform a speed-1 maneuver."

We may be back in Strategic Adviser territory, but I don't think it's necessary in Armada to say "this ship." It's implied and other cards just say "you." Love that you thought of the synergy with advance-deploying squadrons.

Seraphim -- Tricky wording, kind of like Rapid Launch Bays. I actually think it would be reasonable for a GSD (with its limited squadron value) to activate squadrons and restore one point of hull. So many Imperial fighters are fragile anyway, you often see them as binary 3 hull / 0 hull attackers, so it's not like you'd be healing all over the place with no way for your opponent to punch through.

Bounty -- "Squadron Command: Choose one squadron with Rogue activated by this ship. That squadron may suffer 2 damage and toggle its activation slider."

I think this one is better if you limit it to one. If the Raider uses a dial or a token, it's the same thing, but it loses the option of doing this to two Rogues at once by using a dial + token. I actually think this is a cleaner way to do it, because you can strictly price the title (lower than 12) around the expectation of using it once and never twice. I find that some of the pitfalls that Armada design has had in the past is mispricing upgrades because of the headaches of trying to anticipate how valuable something is in normal use as well as how valuable something is in the most extreme case.

Compare Bounty to Adar Tallon. AT is portable to any ship as an Officer, is probably overpowered, but is what you are competing against.

57 minutes ago, Nostromoid said:

A thoughts on how to word these cards to be consistent with previous Armada rules writing.

Panther -- " Victory I-class only. Your maximum speed is 3. At speed 3, you have zero clicks of yaw at the first joint, one click at the second joint, and zero clicks at the third joint."

Gravitron -- Great. This is probably my favorite idea. I love the idea of Interdictors being specialized in aura abilities. If this is all squadrons, not just enemy squadrons, I think it could be a smidge cheaper. It's hard to squeeze value of out Heavy enemy squadrons if you don't also have your own squadrons in the area to capitalize. Not impossible, but the annoyance of juggling your squadrons right at the border of the aura and staying there as the Gravitron moves around means that it's probably worth less than 6 points.

Eager Hawk -- "After you deploy, you may perform a speed-1 maneuver."

We may be back in Strategic Adviser territory, but I don't think it's necessary in Armada to say "this ship." It's implied and other cards just say "you." Love that you thought of the synergy with advance-deploying squadrons.

Seraphim -- Tricky wording, kind of like Rapid Launch Bays. I actually think it would be reasonable for a GSD (with its limited squadron value) to activate squadrons and restore one point of hu  ll. So many Imperial fighters are fragile anyway, you often see them as binary 3 hull / 0 hull attackers, so it's not like you'd be healing all over the place with no way for your opponent to punch through.

Bounty -- "Squadron Command: Choose one squadron with Rogue activated by this ship. That squadron may suffer 2 damage and toggle its activation slider."

I think this one is better if you limit it to one. If the Raider uses a dial or a token, it's the same thing, but it loses the option of doing this to two Rogues at once by using a dial + token. I actually think this is a cleaner way to do it, because you can strictly price the title (lower than 12) around the expectation of using it once and never twice. I find that some of the pitfalls that Armada design has had in the past is mispricing upg  rades because of the headaches of trying to anticipate how valuable something is in normal use as well as how valuable something is in the most extreme case.

Compare Bounty to Adar Tallon. AT is portable to any ship as an Officer, is probably overpowered, but is what you are competing against.

I went with simpler wording mostly because of the font I'm using has limitations and I figured it's pretty easy for me to express the intent of each card, which should be self explanatory... but still good advice all around the board.

Great feedback especially on Bounty - but in that case I'm specifically aiming for people to do exactly that - I WANT tokens to become better. I WANT Imperial players to take Tarkin more often - and for a wider variety of lists. Same goes for similar things you'll see when the rebel preview comes out.

1 hour ago, Nostromoid said:

Are you looking to crowdsource some of the balance work? You could try posting one card per day, and just gather a dozen or so first-glance notes on each card.

I'm actually looking more at just releasing the whole thing as "V1.0" and letting it get absorbed a bit... and then after awhile maybe coming back and revising it as "V1.1, V1.2, etc". I like a big dump rather than tiny previews - particularly in this case because some of the suggestions I've seen, are already reflected on OTHER ships that I haven't yet released, so when you only see PART of the picture, it might be confusing.

3 hours ago, Triangular said:

I would like to bring in some thoughts. Before that, I want to thank Crabbok for his efforts to keep the game and community in a healthy state! (There are so many others only moaning!)

VSD Panther (6): VSD-I only. You have a top speed of 3 with yaw values of - 1 -

I think that many imperial players wait for a buff to VSD speed. But I think it's boring to do it in a way which brings in a speed 3 row of speed chart. I think it would be more interesting to make it a group title saying: " When you exhaust this card another ship with this title at distance 1-3 may make a maneuver with speed 1. " This way two VSDs could speed up each other or two VSDs could make a third one a real speeder.

VSD Gravitron (6) : Squadrons at distance 1 of you have "Heavy"

I don't think that one is very useful. Make it " enemy squadrons " and cheaper. Or make it a buff for anti-squad armament like "During an attack, you may exhaust this card to increase your antisquadron-armament with 1 blue die." That would be quite useful, and I would like to combine it with Agent Kallus .

GSD Eager Hawk (4): After you deploy this ship, you may perform a speed-1 move.

I like Norsehounds idea, that you may deploy in a different way.

GSD Seraphim (5): [squadron] instead of activating a squadron, you may restore 1 health to it instead

That's nice. GSD can be a carrier or squadron supporter. Good if you already have a " Demolisher ".

GSD Blindside (6): When attacking from your rear arc, the defender cannot spend defense tokens.

Often when you play against MC30c or CR90s they rush to get behind you. Nice title to teach them, that a ISD is always a threatening enemy. Maybe for only 4 pts, because very situational.

ISD Speedy (8): After performing your first move of each round, you may spend a command token to perform a speed 1 move with no yaw

First: Please call it " Blitz "! That's a wargame and no Bugs Bunny show. Then: Make it a discard - one and only use. I don't like a ISD constantly going at speed 4. (Imagine you would combine your version with " Wulff Yularen ")

Raider Bounty (12): [Squadron] After you finish activation squadrons, each squadron you activated with rogue may suffer 2 damage to toggle its activation slider.

Like Norsehound, I think cost and damage are way too hard. I would never use that! A Raider is a ship that has to be cheap, because it will die very easily! For a reansonable price and without causing (two) damage it could be a fine card for another small carrier, like Arquitense or maybe even a Gozanti.

Raider Knuckle (5): During the 3rd and 6th round, this ship must activate at the end of the squadron phase

What good is activating after squadron phase? 3 B-wings can kill a Raider. Make it " Discard this card to pass activation. You must activate this ship DURING Squadron phase this round. "

GZ Hellfire (8): When at speed zero, increase your frontal armament by one red die

Hmm. For First Player only? Make it another condition, like being at distance of sthg. or spending a defense token, maybe? Too expensive!

INT Chugg (5): When attacking a ship with a lower speed than you, you may add one red die to your attack pool.

How about " higher speed than you "? Make that a buff against annoying CR90 zipping around or Hammerheads speeding in.

Very good ideas in any case! And FFG should be ashamed by your effort.

Thanks for the feedback! I really appreciate it! And I totally will consider a new name for Speedy - but I'm giving Patrons on Patreon first dibs on name suggestions. Blitz does sound good though.

Raider Knuckle - I've already adjusted this one a bit - but in the video I explain how this title can help you escort other ships - so if enemy bombers come after your flagship - THEN your raider "knuckle" can kill them afterward. But It's been adjusted a bit to give you a bit more control on when you choose to use it, rather than being Turn 3 only.

INT Chugg - That would be too easy though - this title was there to challenge players to try to fly Interdictors faster. Generally, Interdictors often take it slow, protecting objectives. This one is designed to be able to offer you a nice bonus if you want to try flying it fast.

ISD Blindside - I've lowered the point cost - but I want to stress that this one is different from Avenger in that it also works against squadrons, so it has an additional benefit to help justify it's cost (which is now lower).

Eager Hawk - Probably not gonna change this one for multiple reasons - 1 - it isn't supposed to make you want to pick it OVER demolisher.... I've got 5 different Gladiator titles, so it's offering variety, not necessarily trying to compete with Demolisher. and 2 - Indeed there have been good suggestions for a change - but like I said some of those are awfully close to OTHER titles that I've already done but haven't released yet.... ?

Oh by the way - I've posted a spoiler for V1.0 up on my Patreon right now, for all of the Imperial titles. Once I get some naming suggestions I'll do my final refinements and will have a full PDF available shortly thereafter.

35 Ships titles in total for the Empire.

Wow this is truly exciting. It made me feel less doom and gloom over the lack of official news. Thank you @Crabbok for all you do for the armada community. I feel more optimistic now.

10 hours ago, Nostromoid said:

A thoughts on how to word these cards to be consistent with previous Armada rules writing.

Panther -- " Victory I-class only. Your maximum speed is 3. At speed 3, you have zero clicks of yaw at the first joint, one click at the second joint, and zero clicks at the third joint."

Gravitron -- Great. This is probably my favorite idea. I love the idea of Interdictors being specialized in aura abilities. If this is all squadrons, not just enemy squadrons, I think it could be a smidge cheaper. It's hard to squeeze value of out Heavy enemy squadrons if you don't also have your own squadrons in the area to capitalize. Not impossible, but the annoyance of juggling your squadrons right at the border of the aura and staying there as the Gravitron moves around means that it's probably worth less than 6 points.

Eager Hawk -- "After you deploy, you may perform a speed-1 maneuver."

We may be back in Strategic Adviser territory, but I don't think it's necessary in Armada to say "this ship." It's implied and other cards just say "you." Love that you thought of the synergy with advance-deploying squadrons.

Seraphim -- Tricky wording, kind of like Rapid Launch Bays. I actually think it would be reasonable for a GSD (with its limited squadron value) to activate squadrons and restore one point of hull. So many Imperial fighters are fragile anyway, you often see them as binary 3 hull / 0 hull attackers, so it's not like you'd be healing all over the place with no way for your opponent to punch through.

Bounty -- "Squadron Command: Choose one squadron with Rogue activated by this ship. That squadron may suffer 2 damage and toggle its activation slider."

I think this one is better if you limit it to one. If the Raider uses a dial or a token, it's the same thing, but it loses the option of doing this to two Rogues at once by using a dial + token. I actually think this is a cleaner way to do it, because you can strictly price the title (lower than 12) around the expectation of using it once and never twice. I find that some of the pitfalls that Armada design has had in the past is mispricing upgrades because of the headaches of trying to anticipate how valuable something is in normal use as well as how valuable something is in the most extreme case.

Compare Bounty to Adar Tallon. AT is portable to any ship as an Officer, is probably overpowered, but is what you are competing against.

Did you notice Gavitron is an VSD title?

Part 2 is coming soon - should be up tonight. Previewing some rebels this time

Posted!

As promised, I decided to look up my notes for fonts

Title text is Teuton Fett
Body text is Oregon LDO
Bolded/Emphasis text (how they display squadron keywords like "heavy" in the textbox) is Aeromatics Bold
EDIT:
Point number box uses Agency.

Edited by FoaS
1 hour ago, FoaS said:

As promised, I decided to look up my notes for fonts

Title text is Teuton Fett
Body text is Oregon LDO
Bolded/Emphasis text (how they display squadron keywords like "heavy" in the textbox) is Aeromatics Bold
EDIT:
Point number box uses Agency.

Thank you!