When I introduced Armada to a friend, one of the things he was bummed about was when I destroyed his ISD and... We simply removed it from the play area. No big explosion, no consequences to the ships around it. So in our casual games we implemented an alternate rule that, after a bit of testing, I feel comfortable sharing.
ARMADA: SHIP DEBRIS VARIANT
When a ship is destroyed, remove the miniature from its base and place the speed dial of that ship on top and reduce its speed by 1. If the ship did actívate during this round before its destruction, place a victory token on it as well. Do not remove any objective tokens assigned to this ship.
Any ship with no miniature in it is considered a destroyed ship . Destroyed ships have different hull values depending on their size class:
- SMALL: 1 Hull
- MEDIUM: 3 Hull
- BIG: 5 Hull
- HUGE: 10 Hull
Players may perform attacks against a destroyed ship following the rules of standard attacks against ships. A destroyed ship cannot suffer any critical effects. If a ship overlaps a destroyed ship, follow the standard overlapping rules for that ship (including the flotilla rules). When a destroyed ship suffers any amount of damage, place that same number of facedown damage cards on its base.
A destroyed ship is not friendly to anyone.
Final blast: When a destroyed ship has a number of damage cards equal to its hull value, roll a single red die. Then:
- If the die shows any number of HIT icons, each ship and squadron at distance 1 of the destroyed ship suffer that same amount of damage. Squadrons may spend defense tokens to prevent this damage, but ships cannot do so.
- If the die shows a CRIT icon, every ship at distance 1 of the destroyed ship suffers 1 damage. If the damage is done to the hull, the ship receives a faceup damage card. A ship may spend a CONTAIN defense token to change that faceup damage card to facedown.
- If the die shows an ACCURACY icon, every ship and squadron at distance 1 of the destroyed ship MUST spend one of its defense tokens, if possible.
- ALL OF THESE EFFECTS may be ignored if an affected ship or squadron spends an EVASION or SCATTER defense token.
Then remove the destroyed ship from the play area.
Moving danger: Before the start of the squadron phase, each destroyed ship will perform a straigth maneuver with a speed equal to the one shown on its speed dial. If the ship overlaps any ship, squadron or obstacle, follow the standard rules with the following exceptions:
- If the destroyed ship overlaps a station it will not recover damage. Instead, it will suffer 1 damage.
- If the destroyed ship is supposed to suffer a faceup damage card after an overlap, the card will be facedown instead.
- If the destroyed ship overlaps a ship or obstacle, reduce its speed by 1.
After performing this maneuver, roll a red die and follow the rules stated on Final Blast, without removing the ship from the play area in the end. Then, assign a facedown damage card to this destroyed ship. If this damage card causes the complete destruction of the destroyed ship, you must resolve Final Blast once again, this time removing the ship in the end.
After this, if the destroyed ship is still in play, place a victory token on it. After all destroyed ships have been moved and final-blasted, remove all victory tokens assigned to them and move on to the squadron phase.
Objective Tokens: A destroyed ship with an objective token (like the VIP objective token) will still have the token assigned but the token will not be considered for scoring purposes. Objective tokens assigned to destroyed ships are considered on the game area and can therefore be affected by squadron abilities (like strategic) of special objective rules (like Capture the VIP).
These rules add an additional layer of strategy to the game, although I will admit they also make it a bit more cumbersome. Feel free to give it a try and let me know how you liked it!
Edited by BillHimclawFormatting, clarifications, corrections.