Battle of Jakku Expansion

By TheSoberPug, in Star Wars: Armada Battle Reports

Hi Guys! With the reveal of the super star destroyer, I figured the rebels needed a ship like that too. I figured a Star hawk would be good because of the role they play in the Battle of Jakku and their described as almost equivalent to a Super Star Destroyer although still outgunned by Executors. Here is the ship and the upgrades I thing would come with the expansion. (I designed the starhawks and all of the titles to be most effective at long range).

Empire= Commander- Garrick Versio- In the second round, before the command phase, you may look at all of your opponents command dials and change 1 on each ship. Points= 34

Galleus Rax- When one of your ships attacks a ship that is smaller than it, it rolls 2 additional red die. Points= 31

Titles= Dauntless- Before executing a maneuver, you may exhaust this card to reduce or increase your speed by 1 or 2. If you do this, you must ram into a ship during your maneuver. ISD Only. 5 Points

Victorious- Before firing, you may exhaust this card to execute a maneuver and then fire. 11 Points. Gladiator Only.

Rebellion= Titles= Amity- You may use different colors of dice at +1 range (You can use black dice at 2 range and blue dice at 3 range) Points= 23 Star Hawk Only

Condor- When at max range (3) you may re-roll up to two dice. Points= 14 Star Hawk Only

Unity- Navigate Token/Dial- Before doing you maneuver, you may exhaust this card to turn your ship around and then execute your maneuver. Points= 6 Star Hawk Only

Dreamer- When attacked by a larger ship, you may cancel one of the attack dice after the attacker has rolled. Points= 17 Nebulon-B Only.

Turbolasers= Turbo Laser Battery- Modification- Large Ship Only- You may attack from the same hull zone twice but can only attack from 1 hull zone per turn. Points= 15

Offensive Retrofit= Magnate Tractor Beam- Modification - Same as the normal tractor beam except it can be used on any ship no matter what the size of the ship it is epuipped to is. Points= 18

Boarding Team= Inferno Squad- When you reveal a command, you may discard a squadron dial or token and this card to one enemy ship at close range. You may remove an officer, boarding team, weapons team, or support team equipped to that ship from the game. Points= 11

Commander= Shriv Suurgav- When at max range (3), ships may roll one additional red die. In addition, after doing a long range attack, a ship may move 2 spaces with a yaw value of 2 for each space. Points= 35

Officer= General Tyben- Boarding crews equipped to this ship may activate twice but must be activated on different rounds.

Defensive Retrofit= Point Defense System- When this ship is attacked, before the attacker rolls his die, you may exhaust this card to remove 1 black die from the attackers roll. Points= 6

Solid Shields= The Bomber keyword has no effect on this ship. Points= 23

All Power To Engines!= Before revealing your command dial, you may change it to navigate. In addition, you may change your speed by 2 instead of 1. Points=14

Star Hawk Assault Cruiser Hull Points= 13 Points=208

Front Hull= Shields- 5 Dice- 3 Blue Dice 5 Red Dice

Left Hull= Shields- 4 Dice- 2 Black Die 3 Blue Die 4 Red Die

Right Hull= Shields- 4 Dice- 2 Black Dice 3 Blue Dice 4 Red Dice

Rear Hull= Shields- 2 Dice- 2 Blue Dice 3 Red Dice Upgrade Slots= 2 Turbolasers, 1 Commander, 2 Ion Cannons, 1 Gunnery Team, 1 Officer, 1 Offensive Retrofit, 1 Defensive Retrofit, 1 Fleet Command, 1 Support Team Defense Tokens= Brace, Brace

Anti-Fighter Armanment= 2 Red Dice

Star Hawk Armored Cruiser Hull Points= 18 Points= 218

Front Hull= Shields- 5 Dice- 2 Blue Dice 4 Red Dice Left Hull= Shields- 5 Dice- 2 Blue Dice 4 Red Dice Right Hull= Shields- 5 Dice- 2 Blue Dice 4 Red Dice Rear Hull= Shields- 4 Dice- 2 Blue Dice 3 Red Dice Upgrade Slots= 2 Turbolasers, 1 Commander, 2 Support Teams, 2 Defensive Retrofits, 1 Fleet Commands Defense Tokens= Brace, Brace, Redirect, Evade

Anti Fighter Armanment= 1 Blue Dice

MOVEMENT FOR BOTH SHIPS

Maximum Speed= 2

They have 1 yaw value for the first move for speed 1 and 1 yaw value for both spaces for speed 2.

They Are Both Large Ships

Leave your suggestions in the comments section!

This is a new section I’m adding in. I just thought it would be cool to have more objectives. By the way, distress beacons are a new type of objectives where you can choose distress beacon as a navigation objective and then draw a distress beacon card from the distress beacon deck after the distress beacon objective is chosen by the second player.

Distress Beacon-

We Require Immediate Evac!- Put a victory token anywhere on the board except your placement area. Also, the token can not be within 5 distance of any of your ships or squadrons. If you move one of your ships on to the victory token, you may take it. 35 Points

We’re surrounded!- Before any other ships are placed, choose one of your ships (not squadrons) and put them with distance 5 of the enemy’s placement area. Then, the rest of the ships in the game are placed as they would be placed normally. If you get one of your ships within distance 1 of this ship, you may gain a victory token. 65 Points

Call In An Orbital Bombardment (This resembles a group of soldiers on the ground that need an orbital bombardment)- Put a victory token anywhere on the board except your placement area or within distance 5 of any of your ships. Once you get one of your ships on the victory token, you may stop that ships activation immediately then skip this ships activation next turn to claim the victory token. 80 Points

Squadrons= Rebellion= Inferno Squad X-Wing Squadron= 4 Hull, 4 Red Dice against squadrons, 2 Blue dice against ships, Rogue, Grit, Escort, When Inferno Squadron deals damage to an enemy squadron, put a chaff token on that squadron. That squadron loses all of its keywords. 29 Points

The distress beacon is a high risk high reward kind of thing.

Edited by TheSoberPug

I see some brutally undercosted custom cards here... Well... Basically everything seems undercosted.

Garrick Versio for a mere 12 points is an Isard+slicer tools combo that affects the whole enemy fleet!

Duurgav is an Ackbar + double Jerry combo at long range for half the points of Ackbar...

Just two examples.

Is there a like... equation to get the cost of a card? I’ll change the cards btw

Edited by TheSoberPug
7 minutes ago, TheSoberPug said:

Okay, I just changed all the points for the cards. I also made Garrack a commmander instead. Seems more balanced than him being an officer.

Edited by TheSoberPug

the effects are too good for points... honestly go back to the drawing board because if these were real upgrade, the game would be broken

Let me know if you need a better explanation...

ex. Solid Shields... This card just eleminates bomber fleets as an option. This card becomes an auto include and X-wings are never taken... I think you really need to rethink some of these things... I do not mind people making cards, but please think before you come out with cards that make an archetype vanish.

Best of Luck!

-cleto0

Okay, so I'm just going to cover the Starhawk, since getting this to the right place is going to be reasonably doable.

Firstly, you've got a few elements which as far as I can remember Armada never does, and I wouldn't recommend having a custom ship which is already doing something unique & interesting do (i.e. the Starhawk is a super-heavy large ship and that should be interesting enough without breaking any other conventions in Armada design).

The reason for not doing this is people want to look at a ship and have a reasonable idea of it's capabilities - they don't want them to have completely different shields/tokens/AA/Dice

Different hull points on the two ships : no other ship does this, I would recommend having both versions be 12 since the Starhawk, and rebels in general, have excellent shields so it makes sense for that to be the origin of the ships exceptional resilience

Weird Defence tokens : Again, just no on having them be different, and I really don't like that a large, heavy capital ship might have an evade token. Basically choose either 2 brace, 1 redirect & 1 contain, or 1 brace, 2 redirect & 1 contain and stick with it.

Excessively different Anti- Squadron armament : Going from 2 Red to 1 Blue is a huge difference, generally ships either upgrade a dice, or add a new dice of the same or a different colour. I'd recommend making one of them, say, 1 Red and the other 1 Red & 1 Blue.

Different Shield arrays : Don't do this. 5/4/4/3 is better than anything else and probably good enough.

Different numbers of dice in the same arc : harmonise these and use the types of dice and their supporting upgrades to distinguish the ship types. This is going to be the most powerful Large ship yet, so 8 Front, 6 Side, 4 Rear might be a good place to start from. Alternatively, 5 Front, 7 Side, 4 Rear (because this is a faction with Ackbar you basically just can't push it's strongest arc so much). These dice arrays would suit a ship that's a little cheaper (say about 190) than the one's you've posted. If you really want to go in the 220 range then an extra dice per arc could be tested.

Manoeuvre chart : Looks fine

Upgrade Icons : Potentially fine, I think the Armoured Cruiser is missing an officer slot?

Finally, you need Command/Squadron/Engineering values for them. 3/4/5 might be reasonable.

Try it all out at the Shipyards

Edited by old_school_overlord

Thanks! I know nothing about defense tokens and I wanted to make the armored Cruiser have more hull than the assault cruiser because it has much less die. I definitely ageee with you on the anti squadron and yes, there is a missing officer upgrade token. Also, I made a battle of Jakku expansion in Kuat Drive Yards- https://kdyards.com/ships.view.php?id=8225

If any of you guys have comments, comment on the link above. The version in this thread is very outdated.

In an attempt to say this in the gentlest way possible... You should really play the game first. You're very motivated and excited, which is awesome. However, without having any understanding of the interaction of the upgrades and mechanics, you're going to have an extremely hard time making anything custom be balanced.

So... if you have a computer or access to one, I highly suggest downloading Vassal. It's an absolutely free bit of software that will let you learn and play the game. There are tutorials on Youtube for how to use the system. If you have Tabletop Simulator on Steam, there's a free mod there that lets you play Armada. These will give you a chance to see how the mechanics work and get some experience with the game.

Also, if you're in an active area, reach out to the Armada community there. Often people can help field fleets and whatnot. You could get some experience in real life before you purchase the core set.

Regardless, any experience with the game will help you with your custom upgrades. It will give you a better idea of how to cost things, what is too weak or too powerful, and whatever else you look at.

Best of luck!

Oh my. This makes sense now. You have not ever played the game. Well, let me tell you, I was worried. If you are in the KCMO area I can help you field a list and teach you everything about the game. I have been testing a set of custom upgrades with a friend who is also the co-creator of my blog ( ffgstarwarsgames.wordpress.com)

and we have played a few games with it so far. Check out @Rcracken7 and rconn0 on Kuat Drive Yards