Ebons Custom Cards (unofficial mini expansion)

By EbonHawk, in Star Wars: Armada

First off thank you to @FoaS for providing us all with KDY where these cards were made.

I've been tinkering with some of these for a while, and due to lack of new stuff would like to share them with you all.. any positive or negative comms welcome, would be nice to hear what people think and how they would work in game. We have 5 new cards for rebels and 5 for imperials, drawing inspiration from current cards in game and the EU. The aim being to provide some homebrew cards that each offer something new for both sides, and allow for some different setups for casual games you may play. I know @PodRacer was intrigued by the 2 die imperial bomber and sounded eager to fly it against me tomorrow... Anyway enough waffle onto the cards...

First up the 5 rebels:

7249h.jpg 7248h.jpg 7298h.jpg 7341h.jpg 7296h.jpg

and now the 5 imps:

7305h.jpg 7265h.jpg 7308h.jpg 7304h.jpg 7263h.jpg

Any thoughts on the prices would be great as well! I hope you all enjoy them, and while it doesn't replace the neglect from FFG, it gives something different to try while we wait! :)

(Lambda has relay 3, obsidion squadron is limited 2 but haven't updated yet)

Edited by EbonHawk

These are beautiful, some would be grotesquely OP (looking at Rachi Sitra thrown in a triple tap list, the TIE/rb with Howlrunner and Sloane, and Turr Phennir with anything whatsoever,) but beautiful nonetheless. Love the “limited” keyword.

10 minutes ago, The Jabbawookie said:

These are beautiful, some would be grotesquely OP (looking at Rachi Sitra thrown in a triple tap list, the TIE/rb with Howlrunner and Sloane, and Turr Phennir with anything whatsoever,) but beautiful nonetheless. Love the “limited” keyword.

Been thinking of making Sitra's ability force her to exhaust a defence token to attack a 2nd time to prevent abuse..

"After attacking a squadron with Swarm, you may spend a defence token to perform another attack against another squadron with Swarm at distance 1."

And yeah the TIE/rb can beast mode with howlrunner, Pods flying it tomorrow against me, I can't wait! Imagine it with soontir and dengar

Edited by EbonHawk

What about targeting escorts, or giving her red dice? You could also drop the TIE/rb to 4 hull (tests will tell. ? ). Given the assorted swarm/counter buffs Imps get, I’d still pay 14 points for it.

Looking at the bomber, I think It might work better as a limited 4 set of defense token-less bombers that add a blue set to acc when another member of the squad is at distance 1.

Then have them at around 10 points per ship?

1 minute ago, PodRacer said:

Looking at the bomber, I think It might work better as a limited 4 set of defense token-less bombers that add a blue set to acc when another member of the squad is at distance 1.

Then have them at around 10 points per ship?

You just want multiple double dice bombers ;) i feel a guaranteed acc on double dice bombers would hurt smaller ships too much though, 10pts would also be a tad undervalued imo

Almost all of these are game-breakingly strong.

I love home brew stuff, but the urge to make them mega is super strong.

10 minutes ago, PodRacer said:

Looking at the bomber, I think It might work better as a limited 4 set of defense token-less bombers that add a blue set to acc when another member of the squad is at distance 1.

Then have them at around 10 points per ship?

Could make the current one limited 2, drop 1 brace and the points a tad? Rework the rule as well

40 minutes ago, The Jabbawookie said:

What about targeting escorts, or giving her red dice? You could also drop the TIE/rb to 4 hull (tests will tell. ? ). Given the assorted swarm/counter buffs Imps get, I’d still pay 14 points for it.

Red dice sounds intriguing, and yeah I'll have a good idea tomorrow after facing pods swarm ball, but 4 hull sounds sensible

Edited by EbonHawk

well you could lose the re roll ruling, or just keep it for the squad leader. Then after that its quite situational as to wether you can proc the double dice, and they kinda need a Bcc babysitter.

You designed a shuttle, you know the shuttle I want to see? One with strategic that doesn't suck that let's imperials play better as second player.

7347h.jpg

Edited by BrobaFett
13 minutes ago, BrobaFett said:

You designed a shuttle, you know the shuttle I want to see? One with strategic that doesn't suck that let's imperials play better as second player.

7347h.jpg

I think this is pretty strong since it is immune to snipe and flak essentially.

Correction. These are absolutely more broken than Demo, Rieekan, and Yavaris put together. Just take 10 and you can't be hurt as long as you are next to one.

Edited by TallGiraffe
48 minutes ago, BrobaFett said:

Almost all of these are game-breakingly strong.

I love home brew stuff, but the urge to make them mega is super strong.

If you ask me I say always make them MEGA

2 hours ago, TallGiraffe said:

I think this is pretty strong since it is immune to snipe and flak essentially.

Correction. These are absolutely more broken than Demo, Rieekan, and Yavaris put together. Just take 10 and you can't be hurt as long as you are next to one.

Sorry thats incorrect it was supposed to be geniuque like green squad or saber. It didn't display the bullet next to the name.

I really like the shuttle idea. I've been trying to toy around with a way to transport boarding parties for narrative missions.

13 hours ago, EbonHawk said:

First off thank you to @FoaS for providing us all with KDY where these cards were made.

I've been tinkering with some of these for a while, and due to lack of new stuff would like to share them with you all.. any positive or negative comms welcome, would be nice to hear what people think and how they would work in game. We have 5 new cards for rebels and 5 for imperials, drawing inspiration from current cards in game and the EU. The aim being to provide some homebrew cards that each offer something new for both sides, and allow for some different setups for casual games you may play. I know @PodRacer was intrigued by the 2 die imperial bomber and sounded eager to fly it against me tomorrow... Anyway enough waffle onto the cards...

First up the 5 rebels:

and now the 5 imps:

7265h.jpg

Any thoughts on the prices would be great as well! I hope you all enjoy them, and while it doesn't replace the neglect from FFG, it gives something different to try while we wait! :)

(Lambda has relay 3, obsidion squadron is limited 2 but haven't updated yet)

I like your cards, but I had a total different approach to the TIE/rb heavy:

6231h.jpg

To me the heavy didnt seem to be very swarmy, more like a heavy hitter within a swarm (nickname: TIE brute).

I was not aware the the Self-powered H-s9.3 twin laser cannons were capable of pivoting. That would be a point for Counter 1.

I choose 2 black because this way you get the "more powerful, but harder to aim" feeling. More damage than blues, but worse against Aces.

But why did you chosse Escort?

Edited by DScipio
8 hours ago, BlueSquadronPilot said:

I really like the shuttle idea. I've been trying to toy around with a way to transport boarding parties for narrative missions.

There is a boarding ability on KDY, that could fit that for you. I believe its when attacking ships spend a crit to proc a face up damage, and each normal hit you spend discards a command token.

42 minutes ago, DScipio said:

I like your cards, but I had a total different approach to the TIE/rb heavy:

6231h.jpg

To me the heavy didnt seem to be very swarmy, more like a heavy hitter within a swarm (nickname: TIE brute).

I was not aware the the Self-powered H-s9.3 twin laser cannons were capable of pivoting. That would be a point for Counter 1.

I choose 2 black because this way you get the "more powerful, but harder to aim" feeling. More damage than blues, but worse against Aces.

But why did you chosse Escort?

I chose escort as it's been seen next to normal TIEs, and with the pivoting gun thought Rebel pilots would make it a priority. It could drop swarm though you're right and act as a buffer for the swarm squads and make it dice 2 black 1 blue, 13 pts.

12 hours ago, BrobaFett said:

You designed a shuttle, you know the shuttle I want to see? One with strategic that doesn't suck that let's imperials play better as second player.

7347h.jpg

Kinda like Valen Rudor, I dig it.

49 minutes ago, EbonHawk said:

I chose escort as it's been seen next to normal TIEs, and with the pivoting gun thought Rebel pilots would make it a priority. It could drop swarm though you're right and act as a buffer for the swarm squads and make it dice 2 black 1 blue, 13 pts.

Sounds good. But is escor not the ability to defend another ship, not beeing a priority target? Bombers and glass canons are most likely priority targets and escort is mostly restricted to dedicated craft like the TIE-Advanced and X-Wing, which in itself are no priority targets, more like the opposite.

3 hours ago, DScipio said:

I like your cards, but I had a total different approach to the TIE/rb heavy:

6231h.jpg

To me the heavy didnt seem to be very swarmy, more like a heavy hitter within a swarm (nickname: TIE brute).

I was not aware the the Self-powered H-s9.3 twin laser cannons were capable of pivoting. That would be a point for Counter 1.

I choose 2 black because this way you get the "more powerful, but harder to aim" feeling. More damage than blues, but worse against Aces.

But why did you chosse Escort?

2 black = 3 blue talking about squadron batteries.

Also 1 red = 1 blue against ship but with the read you sacrifice consistency for potential damage.

It will work interesting with Sloane but 1 point more expensive just for snipe 1 (which seems ridiculous to me) tell me I won't bring those to the table.

What kind of role this fighter is supposed to accomplish?

Edited by ovinomanc3r

16 hours ago, ovinomanc3r said:

2 black = 3 blue talking about squadron batteries.

Also 1 red = 1 blue against ship but with the read you sacrifice consistency for potential damage.

It will work interesting with Sloane but 1 point more expensive just for snipe 1 (which seems ridiculous to me) tell me I won't bring those to the table.

What kind of role this fighter is supposed to accomplish?

Why does it seem ridiculous to you.

You get a TIE-Fighter that can put a blue die on the enemy before you get engaged, and one that CAN put out more damage in one turn, but wont reliable. Isnt that fitting for a TIE that has Heavy Lasers stripped on it?

I know the math. Thats why I choose it. Perhaps 2 black, 1 blue would be even more fitting, but would need a point increase.

The red die is just thematic. With the big lasers you have the chance for potential more damage. Just like an X-Wing with its 4 small lasers.

9 minutes ago, DScipio said:

Why does it seem ridiculous to you.

You get a TIE-Fighter that can put a blue die on the enemy before you get engaged, and one that CAN put out more damage in one turn, but wont reliable. Isnt that fitting for a TIE that has Heavy Lasers stripped on it?

I know the math. Thats why I choose it. Perhaps 2 black, 1 blue would be even more fitting, but would need a point increase.

The red die is just thematic. With the big lasers you have the chance for potential more damage. Just like an X-Wing with its 4 small lasers.

Cause it is just a 1 blue die without reroll and unable to increase it through Howlrunner. It also has speed 4 what it is not a problem to engage. Do you want to avoid engage? maybe but why I would chose a 50% over a 90+%. I mean it seems easier and quicker to go and kill the escort with the black dice than spending a lot of activation to kill whatever you want (around 8 to kill and intel source, for example). I dunno, maybe you missunderstood me. I don't say the price is ridiculous, the snipe 1 is ridiculous. And at that price I would go with tie-fighter everytime. Reasons:

1. Average damage against squadrons is the same. Thanks to swarm is actually better.

2. Potential damage against squadron is better. That means is harder for my opponent to play my chances as even being unlikely, I can kill a five hull squadrons (escorts like x-wing or advanced) with two. I know a single advanced will stop three of these at worst. Of course they could go through escort if positioned well but, again, 1 blue die is easy to calculate howw many shots AT BEST it will require to take down the target.

3. Hull, the same.

4. Speed, the same.

5. Swarm improving the average and allowing combinations with Howl, Dengar's counter, Stronghold and Goran's counter seems better than snipe 1 which, as I said, doesn't pay off to me.

6. Blue dice against squadrons work with Sloane, what black dice don't.

7. Talking about Sloane, red anti-ship seems better to me than blue. That's actually the only point I like it. However without Sloane is less reliable but hey, it has the same average and better potential.

8. All this advantages at 1 point less.

I don't know anything about this squadrons. I think I asked it. I like the idea of another cheap option but I also want it to be an real option. I also like snipe as the Empire doesn't have any but the great saber. I would like something like...

1. speed 4, hull 3, 3 blue, 1 red, snipe 2, swarm. This could be good enough to never take ties again pairing it with Howl, that's why the others.

2. speed 4, hull 3, 3 blue, 1 red, snipe 1 + swarm . This is interesting with Howl but only to get snipe 2, also, with or without her, its blue dice are more reliable but force you to pair him with something else to engage (probably just tie fighters) in order to be, which seems fine to me if it is supposed that there are not real swarms of them within the imperial forces.

3. speed 4, hull 3, 3 blue, 1 red, snipe 2 without swarm. This just removes Howl's combo and works just as support fire for those weak tie fighters "softing" counter squadrons, for example, to avoid being screwed by just one counter squadron able to put 3 tie fighters at 1 hull remaining. Also snipe 2 allows killing VIP targets in less activations if the rolls are good without being crazily good.

I would prefer 2 and 3 cause cause seems cheaper and don't wipe out regular ties from fleet building. If it is supposed to hit harder maybe 2 blue 1 black anti squadrons but it would make it more expensive. I really see both versions 2 and 3 around 9-10 points.

I like 3 best. I think Swarm does not really fit a ship that is clearly designed to be a heavy hitter not a "one of a thousand needles" craft.

Why do you think 3 blue would fit a Heavy Laser craft more than two black? Just for sloane?

1 minute ago, DScipio said:

I like 3 best. I think Swarm does not really fit a ship that is clearly designed to be a heavy hitter not a "one of a thousand needles" craft.

Why do you think 3 blue would fit a Heavy Laser craft more than two black? Just for sloane?

Well, number 2 get swarm to benefit from other but not necessarily others like it. I mean if you are going to run a swarm of number two better you go just with regular ties as at distance 1-2 you don't engage and swarm doesn't proc and if you want it to proc you need to engage, not using snipe. Also the picture show it working with others so swarm seems ok. I see a couple of this with Howl on the main line with others ties but who knows. It is also true snipe squadrons are not forced to attack at distance 1 so someone could just engage with them a shot using snipe. I dunno, maybe you're right. As I said, no idea wtf this squadrons is. I will check the wookipedia.

And about the dice, more the same, no idea. It is not for lore or for Sloane. 3 blue swarm dice hit harder than 2 black without it and have more potential, they are, also for the same reasons, better on the table so I will need something else than snipe 1 to choose this starfighter over a regular tie fighter. If you want to make it hit harder as it is supposed to do then increase the average or the potential or both.