To make the wait for this awesome new Armada stuff more tolerable I'd like to summarize all we learned from yesterday's live video. Please feel free to add what I missed.
Objectives:
Hyperspace Migration (Navigation objective, for regular play):
Setup: Place obstacles as normal, excluding the station. Then the second player places 1 objective token in the play area at distance 1 of a 3" edge and 1 objective token at distance 1 of the opposite 3" edge.
Special Rule: At the start of the ship phase of the first and third rounds, the second player places 1 purrgil not in the play area at distance 1 of 1 objective token (the objective token must be the same during both rounds).
When a purrgil moves, it must move toward the objective token at the opposite 3" edge. When a purrgil touches that objective token, the purrgil is removed from the play area.
End of Round: If a ship has 1 objective token on it, remove the token and the ship's owner gains 1 victory token. If a ship is at distance 1 of a purrgil and has no objective tokens on it, place 1 objective token on the ship.
Steal Supplies (campaign objective):
Setup: the second player places all obstacles, excluding the station. Then the second player places the station beyond distance 5 of both players' edges and beyond distance 1 of other obstacles. Then the second player places 6 objective tokens on this card.
Special Rule: When one of the first player's ships at distance 1 of the station reveals a command dial, it may remove 1 objective token from this card and place it on that ship's card or a friendly irregular squadron at distance 1 of that ship. A ship cannot have more objective tokens than its command value. A squadron can only have 1 objective token on it. When a ship or squadron with at least 1 objective token is destroyed, the second player gains 1 victory token.
End of Game: The first player gains 1 victory token for each objective token on their ships or squadrons that are beyond distance 2 of enemy ships. The second player gains 1 victory token for each objective token on this card.
Upgrades:
Linked Turbolaser Turrets (turbolaser, 7 points): You may reroll 1 red die in your attack pool. While attacking the first squadron during your activation, you may add 2 dice of any color to your attack pool. If you do, you cannot declare additional squadron targets for this attack.
Auxiliary Shields Team (support team, 3 points): [Repair Command] You may treat the maximum shields value of your right and left hull zones as increased by 1 when you recover or move shields to those zones. If you do, the number of shields in those zones cannot exceed a maximum of "4".
Weapon Battery Tech (weapons team, 5 points): While attacking a ship, you may change 1 die face with a [accuracy] icon to a face with a [crit] icon.
Reserve Hangar Decks (offensive retrofit, 3 points): When a non-unique squadron with Swarm at distance 1-5 is destroyed, you may discard this card. If you do, you can set that squadron's hull points to "2" and place that squadron unengaged at distance 1 with its activation slider toggled to the activated side.
Corvus (Raider's title, 2 points): After deploying fleets, you may redeploy this ship within your deployment zone.
Liberator (CR90's title, ? points): You gain 1 additional... icon in your... You cannot... if you...
Vanguard (Nebulon-B's title, ? points): ...
Harrow (VSD title, ? points): ...
Squadrons:
They didn't show any cards (besides from Lando and IG-88B), but for the tokens at least we know that we'll have:
- Hondo (with Rogue, Grit and Bomber, possibly on a YT-2400, Scurrg or Firespray)
- Mart Mattin (with Rogue and Grit, surely on a YT-2400)
And I couldn't recognize the others.