Additional squadrons for campaign play

By Green Knight, in Star Wars: Armada

Background: We've (my local group) dusted of the Corellian Conflict and are having a blast. Talking about doing RitR after, but with larger fleets. Or just another round of CC. Point is: campaign play is clearly more popular than tourneys locally.

Catch: We're not really loving the amount of unique squads available. They are the same old, with a few really good ones, a bunch of ok, and those scraping the bottom of the barrel. But the real annoyance is that generics can't be veterans - so boring. With the upgrade pack coming out, it's also tempting to give squads a similar treatment (why didn't you FFG?).

Solution: Make new squads that give extra options. The general idea is to make them about equal to existing squads in terms of cost/power (not always easy). But we're not playing competitive here, so it's not a big deal if a squad turns out to be good for the points - or vice versa.

Scope: Every published squadron, including recosting/tweaking existing squads. Will also add some custom squads, like U-wings and TIE Reapers. For now, only Empire and Rebel, but I'll probably expand to Clone Wars once we've more experience with the new factions.

A checklist will be provided where you can check off which squads will be used or not, with space for cost adjustment if you feel my pricing is off.

The starfighters of Star Wars Squadrons. New Republic: RZ-1 A-wing, T-65B  X-wing, BTL-A4 Y-wing, UT-60D U-wing. Imperial: TIE/in Interceptor, TIE/ln  Fighter, TIE/sa Bomber, TIE/rp Reaper. : StarWarsSquadrons

RULES

"Additional squadrons for campaign play" changes some of the rules governing unique squadrons:

Unique/non-unique: Any squadron with exactly 1 before the name is unique . There can be only 1 unique squadron OF THE SAME SQUADRON TYPE in any fleet (or across fleets in campaigns). A squadron that's not unique is by definition non-unique.

Limited/unlimited: New keyword. Any squadron with 1 or more • before the name is limited (so unique squads are also limited). The number of dots is the number that can be included in any fleet (or across fleets in campaigns). A squadron that's not limited is by definition unlimited .

Italicized squadron types: Unchanged. There can be only 1 Millennium Falcon or Slave I , even if they have different pilots.

Non-italicized squadron types: If the squadron type isn't italicized, the unique/limited restriction only applies to THAT SQUADRON TYPE. So Blue Squadron B-wings are not checked against Blue Squadron X-wings, for example.

Subtitle: Some unique pilots, such as Wedge Antilles, have multiple versions. These squadron cards will have a subtitle in the name, such was "Wedge Antilles, Rogue Leader." The subtitle is a means to differentiate between versions - it has no game effect - and does not apply when checking for uniqueness. Thus "Wedge Antilles" and "Wedge Antilles, Rogue Leader" is the same unique card and only 1 version can be included in a fleet or fleets.

(Ace: Informal reference to any unique squadron with defense tokens. It's not used in game text or rules.)

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A-WINGS

A-wings are already awesome. Lighting fast, reasonably cheap and packing counter, they can go where they need to be and tie up enemy squads. They don't hit as hard as TIE Ints offensively, but they have a decent battery armament. With the intel nerf, they will be even more valuable. To add insult to injury, they are CHEAP. So I ended up not tweaking the A-wing baseline at all :D

Aces were more of a challenge. Generally speaking, they are probably priced too low. Combo of counter, brace/dodge, speed 5 and hull 4 is worth quite a bit. I didn't want to revise things too much, but still increase the price somewhat.

Version: 1.1

GENERIC

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A-wing: No need to change anything. Excellent for its role. 11 pts is a steal. I did consider going to 12, but instead I adjusted other squadrons to make them about equal in value.

LIMITED

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Phoenix: The guys that get shot down all the time in Rebels. Weaker counter, but adds escort (mostly so they'll die first - very thematic). 12 pts, 1 more than a generic.

Shepherd: Adds Grit, which means they can move in, tie up enemy squads at the edge of the furball, and easily reposition (or run away). 12 pts, 1 more than a generic.

Green: Alternate version of Green Squad. Tweaked AS battery to make it slightly more appealing. 12 pts, unchanged.

ACES

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Arvel Crynyd: Green 1, the guy that killed the Executor. Basically Green Squadron with defense tokens and a thematic ability. 16 pts, 1 less than (new) Tycho), seems a bargain for brace/scatter and minor ability.

Gemmer Sojan: This guy was a pilot card in 1ed X-wing. Green 2 at Endor. His stats are similar to Green/Arvel, with a limited Ciena ability. 16 pts, same as Arvel, probably a steal.

Tycho Celchu: Unchanged. Up 1 pt, bc he's both cheapish to being with, and with Intel nerfed he's even better than he was.

Jake Farrel: This guy is in X-wing old and new. He's got the aura ability to hand out counter (maybe he's related to Plo Koon?). Stick him with some X-wing escorts. 18 pts, 1 more than (new) Tycho, 1 less than (new) Shara.

Shara Bae: She adds grit, so she avoids being "stuck" vs a single scatter ace. 19, up 2 pts, bc mobility and her low original cost.

REBELS

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Ahsoka Tano: Fulcrum in an A-wing. Ability is a variant of her Delta-7 ability. It's both easier to proc and more limited. The main reason she's 21 (vs 23 for Delta-7) is the lack of the squad synergy the Republic has - this A-wing is more of a loner/blocker.

Hera Syndulla: Hera from Rebels. Has a variant of her Ghost ability. 23 pts is a lot, but she's a rogue that can make another gritty rogue. Price is based on Ahsoka, but assuming Rogue tricks are worth more than Fulcrum's ability.

Edited by Green Knight

Nice.

B-WINGS

Updating the B-wings was a tough nut. While I love the blue-black bomber die of the B-wing, its really slow, and only 5 hull. As an X-wing player, this troubles me no end since it's tougher than a Y-wing and about as fast, and much more maneuverable. In Armada, compared to the 6 hull and higher speed for the Y-wing (7 hull & counter for the ARC!) I don't think it holds up very well on it own. Not for 14 pts at any rate - a 40% increase over the Y-wing. It's there as a Yavaris finisher, protected by a whole squad back, boosted by Toryn and BCC (maybe Adar). Ten is the only B-wing ace seen regularly, and he's underpriced, no question.

So what to do? Changing something basic like speed or hull I really only want to do as a very last resort (hull least of all bc it's printed on squadron disks). Solution: Dodge. The B-wing isn't force-sensitive, but it's a knife-fighter, so dodge makes a lot of sense. The best fit I think without a major overhaul.

B-wings are pretty expensive to begin with, and aces have to be priced accordingly, or there is little reason to take the non-aces.

Version: 1.1

GENERIC

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B-wing: Same old, but with Dodge 1.

LIMITED

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Blue: B-wing with cannons focus. Hence snipe, but a weaker blue-blue battery. +1 point over base, which might seem cheap, but sniping isn't what a B-wing wants to do. It wants to bombs ships, and its a less capable bomber.

Dagger: Same old, but not unique, and gains the staple dodge. No pts change.

Blade: Slightly weaker AS armament and no swarm, but adept. Red-black battery with adept is powerful. It's priced 15 bc its unique.

ACES

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Ibtisam: X-wing 1ed pilot. B-wing with brace, and kind of a mix of Tel Trevura and Reserve Hangar Deck. Got the idea from Wookieepedia: apparently SHE got shot down all the time. So she's hard to permanently kill, but she's got no dodge or offensive abilities. 18 pts makes her the cheapest B-wing ace.

Nera Dantels: X-wing 1ed pilot. She gets the snipe and blue-blue battery, and a bit of personal Rhymer. 19 pts, same as old Ten is reasonable.

Braylen Stramm: X-wing 2.0 pilot. Gets adept when damaged, kind of like Bossk. Ability inspired by his X-wing ability & and Blade squad. 19 pts, same as old Ten.

Gina Moonsong: X-wing 2.0 pilot. Also a Blade pilot. Her ability is kind of the inverse of Braylen - she's supercharged while undamaged. 20 pts, 1 more than Braylen.

Ten Numb: I'm sorry buy Ten is both undercosted and his ability is bull. New Ten has a personal ability, plus swarm and +2 to cost. He's still good, can still sneak through scatter, but not out of control like before.

Keyan Farlander: Gets permanent Adept on account of his Force connection. Since that gives him a reroll, I changed his ability so it wasn't double rerolls. It also works vs squads, so more versatility. Much better than before, I think, but +3 to cost tho.

REBELS

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Hera Syndulla: Note that this is the PROTOTYPE B-wing. So it's faster, but lacks the dodge, and has a different dice (composite laser but no torpedoes). Since it's Hera she's got grit/rogue, but this time she's got a personal buff, not the grant rogue stuff. Want to roll 2 red 1 blue with rerolls vs a ship (r 2 red 2 blue vs a squad)? Pay 24 to take Hera, then take 1 dmg per shot. Awesome.

Edited by Green Knight

Excellent idea!

Nice. Looking forward to the Ewings and Tie Defenders, if you do them.

13 minutes ago, Ophion said:

Nice. Looking forward to the Ewings and Tie Defenders, if you do them.

Certainly. But they come after Imperial squads I + Rogues & Villains :)

Edited by Green Knight
21 hours ago, Green Knight said:

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The guys that get shot down all the time in Rebels. Weaker counter, but adds escort (mostly so they'll die first - very thematic). 11 pts, same as base A-wing.

Nice work all around. I only question the cost of Phoenix squadron. I feel that the combination of counter 1 + escort is worth more than individual pieces might dictate. They're fast, can intercept other fighters and then those fighters are forced to attack a squad with counter. I'd value them at 13 points, maybe 14. They need to be priced so that a real choice needs to be made between them at standard A-Wings. I personally wouldn't see myself ever taking standard squads over Phoenix, or even taking standards in addition to Phoenix.

18 minutes ago, thestag said:

Nice work all around. I only question the cost of Phoenix squadron. I feel that the combination of counter 1 + escort is worth more than individual pieces might dictate. They're fast, can intercept other fighters and then those fighters are forced to attack a squad with counter. I'd value them at 13 points, maybe 14. They need to be priced so that a real choice needs to be made between them at standard A-Wings. I personally wouldn't see myself ever taking standard squads over Phoenix, or even taking standards in addition to Phoenix.

Phoenix Squadron is similar to Green Squadron, so Phoenix Squadron should cost 12 points, maintaining the tradition of non-Ace unique squadrons being +1 point to generics.

I disagree that Phoenix Squadron should be 13 or 14 points because an A-Wing squadron with Escort and without defense tokens isn't going to last very long. Phoenix Squadron is designed to die first, so players might be reluctant to choose it if it costs 2 or 3 points extra. If Phoenix kept the A-Wing's Counter 2, then it might warrant being 13 or 14 points.

@thestag @Captain Corvid

12 pts for Phoenix is probably more appropriate. When I first made it, Phoenix was Unique, and the lows cost was part of the package. But since you can take up to 3, a higher cost is indeed warranted.

Counter 1 is a lot worse than counter 2 for A-wings, unless you have Toryn 🙃

X-WING

The X-wings is THE most iconic Rebel snubfighter, and should be the workhorse of any Rebel fleet. Overall, I like the concept behind the X-wing: a durable jack-of-all-trades. It can shoot down enemy squadrons and then go to town with bombs. Only it really can't, not without a bunch of buffs, bc its ability to deal damage to ships is unreliable at best. Also, being escorts, they die first.

Fixing this means upgrading to a black bomber die. That should make X-wings able to fulfill the bomber role. They'll probably die first anyway if facing serious squad opposition, but it's a step in the right direction as it makes them worth taking not just as Biggs/Jan meat shields.

I've taken a leaf from the CW articles: X-wings now get brace/evade. This combo is arguably less useful than brace/brace, so I've given the aces a tiny price reduction. If this change is too radical for you, just go with the old brace/brace & increase cost by 1 point (I'll include this option in the checklist).

Version: 1.1

GENERIC

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X-wing: Upgrades from red to black bomber dice. This should make the X-wing the backbone of rebel squadron groups. Price stays the same.

LIMITED

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Phoenix: Swaps bomber for counter, making them the X-wing equivalent of Phoenix A-wings (who are faster, but less durable and weaker offensively). No bomber is a loss, but if you're mainly looking for escort, the black non-bomber dice is good enough. 13 is the same as a generic X-wing and 1 more than Phoenix A-wing.

Blue: Adds snipe. With the new intel rule, this also gives the ability to shoot at more distant targets once they are stuck in a dogfight. The blue bomber die is reliable, if not as good as the black. Synergy with Garven Dreis. 1 less pt than Blue B-wings, who are slower and weaker up close, but have better bombing capability and dodge.

Red: Adds swarm (thematically escorting Gold squad and procing rerolls). Blue-red battery is pretty powerful. +2 over the generic, with a unique rebate.

Rogue: Upgraded AS dice, and got adept to reflect ace status. A lot better than the original Rogue, but up 1 point to 15 (you could argue 16, but it gets the unique discount).

Wraith: This is an odd one. Same stats as Rogue, but no adept or rogue. Instead it has cloak and scout. 15 is the same as (new) Rogue, and it's arguably not as good, but you pay for it's unusual abilities.

ACES

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Jek Porkins: Red Squadron at DS KIA. Rebel Strum. Take damage (to himself) to reroll. His cheapness is part of his special. 16 pts.

Ben Quersey: Red Squadron at DS, but grounded, which was the inspiration for no escort & snipe :) 17 seems ok since he's not an escort.

Theron Net: Red Squadron at DS KIA. Smuggler, so he gets a cute anti-rogue/strategic ability. Sometimes useful, so 17 is ok.

Zev Senesca: Flew a snowspeeder in Rogue Squadron at Hoth. His ability is inspired by tow cables :) 17 pts for a guy you can't shake once he's on to you.

Hobbie: Red Squadron at DS, grounded. His ability might let him live a little longer. No escort, but swarm (see also Wes Janson). 18 pts is 1 less than old Wedge.

Thane Kyrell: Good vs damaged squadrons and ships. Should be useful esp. in the mid-late game. 18 pts.

Biggs Darklighter: His ability is changed somewhat. It might seem wordy, but it's precise. 1) He can ignore 1 damage if he'd being shot at, 2) He can transfer 1 damage form ANY squadron at 1 to any escort at 1 (unless Biggs himself was the defender), and 3) if the defender spent any defense tokens, Biggs must be the one to take the damage. Price stands.

Wes Janson: Red Squadron at DS, grounded. Can exhaust a defense token. 19 pts seem fair.

Wedge Antilles: He's got adept now, making him even more dangerous. Plus his ability works on ships too. +2 to 21 bc of this, which is a lot, and he's an escort, so tend to die early (add Biggs).

Garven Dreis: Red Leader gets an aura buff that works well with any blue die (and red) die bomber, and especially well with Red Squadron and Gold Squadron (not a coincidence). Lack of escort means he can be protected by other escorts. 23 pts is a lot though.

Luke Skywalker: Whiffmaster Luke is mostly the same, except adept (only a 1 - he's still but a learner) & a more reliable battery (inspired by Ani Y-wing). He won't whiff now... I hope. +4 pts to 24 bc of this.

ROGUE SQ ACES

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Tycho Celchu: Tycho in an X-wing basically, with rogue.

Wedge Antilles: This Wedge has an aura ability thematically linked to his old ability. It can really boost who are commanded in the ship phase, adding a ton of flexibility to these usually expensive squads. 24 pts is not too high.

WRAITH SQ ACES

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Wes: Same ability as before, minor swap of dice, loses Swarm but gains the cloak/scout of other Wraiths. Cost is up to 210. Too much?

Wedge: Thematically duplicates the Wedge office ability by giving 3 squads cloak (2 generics + himself), with a different range limitation. Hard to cost, put him at 24. Dunno.

REBELS

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Cleat: Phoenix escort. Died over Lothal. Some defense token tech. 17, cheap for an ace counter-escort.

Duke: Phoenix escort. Died over Lothal. Some defense token tech. 17, cheap for an ace counter-escort.

Secon Daree: Phoenix escort. Survived to crash on Lothal and be captured. Can make himself live longer at the expense of his comrades. 17, cheap for an ace escort.

Mart Mattin: He's a rogue/grit bomber, with an ability that's mean to resemble his mine-laying capability. 20 sounds about right.

Hera Syndulla: Intel-rogue. Doubles the effectiveness of grit. This makes her intel very close to old intel, so use with caution. It's limited to the squad phase and non-rogues, however (use it to free your squads, then activate then next round before they can be engaged). 23 pts, kept down by the limitations on her ability and her general squishyness.

Edited by Green Knight

These are all wonderful! I'm looking forward to playtesting them in the future! Especially the X-wings...

10 minutes ago, RyonOlson said:

These are all wonderful! I'm looking forward to playtesting them in the future! Especially the X-wings...

Please do post some feedback if you do!

Will do! I look forward to seeing the next wave of squadrons.

7 minutes ago, RyonOlson said:

Will do! I look forward to seeing the next wave of squadrons.

Tomorrow is Y-wings (5).

Then Empire I in this order:

TIEs (7)

Ints (5)

Adv (5)

Bomber (5)

Y-WINGS

Slow and heavy and overall lackluster, the Y-wing has very high hull for its cost. Still, you see them too rarely outside Ruthless builds. But what about the upgraded bomber die on the X-wing, you clever yet handsome squadron designer, I hear you say. Won't that invalidate the Y-wing. Pretty much, except now it has 3 blue AS dice. So while it's still heavy and mediocre, its got that hull and can now also do decent damage when shooting squads. Should finally be interesting to mix generic Y-wings with X-wings?

Aces are double brace 6 hull, so I've costed them a tiny bit higher than the brace-evade 5 hull X-wings.

Version: 1.0

GENERIC

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Y-wing: Cheap, high hull, black bomber. Now also with 3 blue dice AS. Hard to choose between X and Y? Maybe a mix? Still 10 pts.

LIMITED

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Gray: Adds grit, which makes it even more independent and likely to reach its target. +1 over the base.

Phoenix: Adds counter, pretty much bc Ezra used the ion cannon. +1 over the base.

Gold: A bit tricky. Data clearly shows it's one of the game's best squadrons. So either it increases in cost or gets heavy, but neither is very appealing. In the end I dropped the extra as dice other Y-wing get. Still incredibly good at +2 over the base.

ACES

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Dex Tiree: One of Dutch's flight. Thematic toggleable escort ability (shot down first). 15pts is 1 less than (old) Dutch).

Pops: Also in Dutch's group. Thematic ability to hide behind others (shot down last), but is actually best vs flak and when flying solo. 16 pts again feels high compared to (old) Dutch, but otherwise about right.

Ekelarc Young: Gray Squadron Endor. Modest anti-flak ability. 16 pts.

Evaan Verelaine: She's in X-wing 2.0 and probably some comics/books I haven't read. Can use the ability on herself. 16 pts for a limited aura-defense ability.

Lieutenant Telsij: Gray Squadron Endor. Gets dodge when swarmed by enemies. 16 pts.

Norra: Alternative version of Norra that gives a powerful defense buff.

Norra, Gold Nine: But I actually like the old version a lot, so there are two versions :)

Dutch: Same old, but more expensive. The ability to turn off enemy play should come at a premium.

Horton Salm: Gray Squadron Endor. Gray Leader, so you see his abilities resembles those of Gray Bombers. Hands out rerolls as long as he's a d1 of the defender. 18 pts is 1 more than Norra bc he can add damage even after shields are down.

REBELS

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Ezra Bridger: Phoenix wo heavy, adept and an ability that's both a nod to that Rebels episode and Sloane. 19 is maybe too little. Or maybe it's fine. It's got limited speed and firepower.

Edited by Green Knight

And that concludes the first draft for Rebel Squadrons I!

22 squads total:

A-wing: 5

B-wing: 5

X-wing: 7

Y-wing: 5

In terms of costing, some of the squads could be over-/undercosted. Hard to avoid without extensive playtesting. But these are for campaign play, and TBH they are all far less troublesome than Maarek, Jendon, Morna, Mithel, Dengar, Lando, Jan, Dutch, Gold, and so forth! Speaking of those squads: I had to take them into account when pricing the New Guys, which complicated matters a lot. How do you fairly price a Y-wing brace ace vs Dutch impressive ability? Or a TIE scatter ace vs Mithel's 15 and Valen's 13?

TIE Fighters

Plain TIEs suck, and have sucked for some time. They may have some niche uses, but compared to say Ints and RHD they haven't exactly gotten better. Adding escort turns that around, I hope. Suddenly you can take a bunch of cheap TIEs, get extra deployments and (after intel nerf, ok screening) and escorts for your more important squads. The limited non-aces are pretty interesting too, including a 7 pt squadron wo escort. Aces are of the scatter type, but the vast majority do NOT have escort! These are experienced pilots willing to let the greenhorns take the brunt of enemy fire while they pounce of the easy prey.

Version: 1.1

GENERIC

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TIE Fighter: As before, but with escort. Finally the little guys can serve as an ablative screen!

LIMITED

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Academy: TIEs wo escort. For 7 pts. So the price is interesting, plus they can hide behind other escorts.

Obsidian: Non-escort snipe TIEs. Howlrunner's squad. Hide behind a screen of escorts maybe to add flexibility.

Scythe: Defended the DS2. Special maneuvering unit give them high agility, hence dodge. And special cannons give them a black battery.

Black: Vader's escort squadron. Since generic TIEs have escort now, Black gets adept. Still 9 pts, still gonna die first.

ACES

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Chaser: Related to Turr Phennir in Legends, so gets a similar ability. 13 pts is low, but his ability isn't particularly powerful.

Youngster: Escort ace. Note that he has evade rather than scatter, hence the relatively low price.

Scourge: Some dude from X-wing. Another cheap scatter ace, with a modest ability that can become rather good vs damage squadrons. 14 pts, 1 more than old Valen.

Valen Rudor: Cost +1, still a bargain scatter ace with all those black dice.

Wampa: He's in X-wing. Cheapis scatter ace with counter. Spend a token to add a hit. 14 pts, 1 more than old Valen.

BLACK SQ ACES

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Dark Curse: DS-61-4, Black Squadron. The only scatter ace with escort. 15 pts is quite high for such a frail squad (he's not immune to accs) with little offensive potential.

Backstabber: Part DS-61-3, part of Black Squadron. This guy can push a lot of damage and force discards. 16 pts, same as (old) Howl.

Mauler Mithel: His ability is basically the inverse of before, bc thematically he's an escort to Vader - and at least there is now a counterplay (stay away). Price is up 2 pts. Fun fact: I made this before the Seppie squads were announced...

OBSIDIAN SQ ACES

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Night Beast: OS-72-2, Obsidian Squadron, part of Howl's crew. Snipe at distance 2-3. This is definitely useful, but not game-breakingly so. 15 pts, same as (old) Mithel, which isn't correct, but the problem here is Mithel, not Night Beast.

Winged Gundark: Your red dice are more potent. Esp useful with Howl.

Howlrunner: No dice ADDING. That's too powerful with all the other extra stuff going around. Instead she adds rerolls. Including her OWN shots and SHIP shots. The slightly wonky wording is to prevent stacking with Sloane rerolls. Sloane is already a problem, let's not make it worse.

SCYTHE SQ ACES

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Hebsly: Flew into DS2. Decent dice and an okish ability.

Mianda: Flew into DS2. Squad leader. Decent dice and an ability that's relatively simple to trigger, though red dice are fickle.

INFERNO SQ ACES

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Iden Versio: Can toss a readied defense token to save a squadron (herself included).

Gideon Hask: Useful ability, but limited to himself. Intel.

Del Meeko: Aura dodge, but limited in scope.

Seyn Marana: Special snipey ability inspired by Ten, but taken down a few notches. Useful vs ships, and can be used during snipe too.

Edited by Green Knight

A special guest star today, to celebrate the brave Jedi and Clones of the Republic: Jar-Jar Binks, Bombad Jedi 💥

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Jar-Jar can royally screw your opponent, while doing the same to you. This is no joke card, I assure you. Fortunately, he requires Padmé to be in your fleet, and there is no Padmé ATM, so you're safe - for now...

Edited by Green Knight
40 minutes ago, Green Knight said:

A special guest star today, to celebrate the brave Jedi and Clone of the Republic: Jar-Jar Binks, Bombad Jedi 💥

13827h.jpg?cache=1605082164

Jar-Jar can royally screw your opponent, while doing the same to you. This is no joke card, I assure you. Fortunately, he requires Padmé to be in your fleet, and there is no Padmé ATM, so you're safe - for now...

For more chaos, you could just shuffle the command dials of all ships at distance 1-5 and redistribute randomly :D

5 minutes ago, Rimsen said:

For more chaos, you could just shuffle the command dials of all ships at distance 1-5 and redistribute randomly :D

Don't give me ideas... :D

TIE INTERCEPTOR

The base Interceptor is fragile, but it's also the most hard-hitting AS platform there is, and it doesn't cost a ton. The only change to the baseline is swapping for a red battery die, mostly to keep Sloane honest about picking Ints over TIE Fighters. Aces have been costed with A-wing aces in mind. Interceptor aces are peerless on the offensive, but their durability is quite a bit lower.

Version: 1.1

GENERIC

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TIE Int: Same old, but red battery die.

LIMITED

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Alpha: Escorts/counter combo. Quite useful compared to plain TIEs, but cost 50% more for the same hull.

Avenger: Gains grit and some black dice. +2 pts over basic. Closest rebel equivalent is Shepherd squad A-wings, which are 12, but clearly inferior.

Skystrike: Dodge is somewhat better than Avenger's grit, but the Avengers have better dice mix, so priced the same.

Saber: Gets adept and dodge as befits this elite unit (but no swarm). +2 pts tho.

Royal Guard: Playing with special setup rule. Uses the modification slots in X-wing to get shields. 14 pts is a bit, but 4 hull makes it worth it.

ACES

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DS-181-4: Part of the 181st. Never named. Adds a red when activated by command (which should be always). 16 isn't too much.

Fel's Wrath: Fel's wingman. Now Empire has a mini-Rieekan :D 17 pts.

Lt. Lorrir: X-wing 1ed pilot. Served with the 181st. Can lend tokens, but unlike Jan those tokens can be targeted (has to do with scatter). 17 pts.

Ciena Ree: Price goes up by 1 pt. Still very reasonably price.

Turr Phennir: Fel's 2nd in command. Same as Tycho, except the shoot at ship part. 18 pts.

Apwar Trigit: Appeared in Wraith Squadron, briefly in a Squint. So this is him in younger days, at Endor. 19 pts bc of a potentially powerful ability.

Soontir Fel: Old Fel, but with Adept (like his nemesis Wedge) so a price bump was warranted.

Soontir Fel, Wing Commander: Trying something bold here, a squad that helps with command fixing. It's either very powerful or a waste points. Not sure :)

Teran Cowall: This guy...who IS he? Well, he's an actor, not a pilot. Hired to impersonate Fel as part of a plot to trick Rogue Squadron IIRC. Why is he so good then? Well, maybe this isn't the actor, but the REAL Baron Fel? His ability to take max 1 damage per attack is useful, but he still has only 3 hull. If you fly him away from the others, his ability works, even without killing one of your own squads. 21 pts, he's a rogue, and the ability is hard to pin down cost-wise.

REBELS ACES

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Vult Skerris: You know this guy. He also appears as a Defender pilot.

Goran: Same guy as the officer, yes. Boosts non-unique counter.

CRIMSON EMPIRE ACES

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Kir Kanos: The "good guy" of Crimson Empire. Lando-ish ability, but you add a die set to HIT. Speed 5, 4 hull, and powerful keywords.

Carnor Jax: Can force both ships and squads to discard tokens. He's adept 2, which is a total killer with counter. Costs a LOT tho.

Edited by Green Knight

TIE ADVANCED

These guys were a challenge: how do you make an underwhelming platform suck less? For a bit I gave them another AS dice, but then we got the Clone Wars keywords, and suddenly Adept was there. It's not meant to indicate they are force-sensitive like Jedi or anything. Instead, it's the FC computer from X-wing. Perfect fit. 2 blue + 1 black, with adept 1 is pretty dangerous. And that black battery almost never misses. Fast. Tough. Only 12 pts.

Note that aces get brace-evade rather than brace-brace, same as the X-wing. Again, if this isn't to your liking, change them back to brace-brace.

Version: 1.1

GENERIC

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TIE Advanced: Drops escort, bc Empire uses its expendable units for that. Gains adept and a black die in AS.

LIMITED

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Storm: Gets escort back, making it a bit like the old TIE Adv. If escort is a good thing is a matter of taste. Cheap tho.

Tempest: Like the old one, but with adept and no escort. Go crit fishing!

Avenger: Valen Rudor up close, snipe at a distance. With adept. Ouch.

ACES

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Zertik Strom: A compromise between his old self, and an opportunistic a-hole who sacrifices others for his own gain. The red AS die is a nod to his former self.

Akal Colzet: Storm squad escort ace. Mini-Boba ability.

Juno Eclipse: The snipey ace. Can snipe at distance 1, and thus ignore counter up close.

Ved Foslo: A character from some book. TIE Adv are very agile in X-wing, so his ability reflects that. Quite a good squad, but no extra keywords but grit. 18 pts is quite a bit, but he's pretty tanky.

Maarek Stele: So this is Maarek, in a TIE Adv. Adept replaced with his own special ability. Both would be too much and push his price up.

Darth Vader, Black Leader: Vader wo escort. Great. Adept 3 meant I had to scale down his AS dice, and it's oc wasted on 1 battery die. Ability combos old Vader and CW Ani. Unsure about the price, which is the same as Luke in his X-wing.

REBELS ACES

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Darth Vader, Peerless Pilot: Meant to represent the totally OP Vader that appears in Rebels.

Edited by Green Knight
On 11/10/2020 at 12:55 AM, Green Knight said:

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One of Dutch's flight. Modest, thematic (shot down first) escort ability. 15 pts is just 1 less than Dutch, who is MUCH better. However, Dutch is pretty underprice as it is. Can't let that affect pricing to much.

What about changing it to just giving the squad escort if you have a readied defense token?

edit after reading more. I feel like Obsidian squad should only have Snipe 2. Also "Wampa" seems like a "Why would I ever take this guy over Valen?" Ace. Maybe give him a weaker version of Wedge's ability that adds in a blue dice set to a single hit or something.

Edited by TallGiraffe

@TallGiraffe Good feedback there.

Yeah, Valen is a problem. He's too cheap for what he does. Same with Mithel. But Wampa can't be 12 or 11, bc of scatter. It's no easy way to fix this.

1 hour ago, Green Knight said:

@TallGiraffe Good feedback there.

Yeah, Valen is a problem. He's too cheap for what he does. Same with Mithel. But Wampa can't be 12 or 11, bc of scatter. It's no easy way to fix this.

Just give him an ability that adds a dice when he is at full HP then maybe? It wouldn't be too crazy if he added a black or blue dice to his pool for those good first strikes. Or add a dice against damaged squads.