Did anyone here used to play Overpower waaaaay back in the day? I was thinking about the game the other day, and an idea hit me. Do you remember the Teamwork cards that allowed several of your heroes to work together to perform an attack, provided they met the requirements of the Teamwork card? This got me thinking about X-wing squadrons and how their training together is not really reflected in the game. Thus, I came up with the idea of Squadron cards.
They basically represent tactics and abilities that result from a squadron having trained and worked together. You can have 1 Squadron card for your squad in a game, and your squad must match the requirements of the Squadron card, though it may have more ships than the card's requirement.
Here's a few examples of what I have in mind (I have not even considered power balance for these; they've just mechanical examples):
- Rogue Squadron (4 points)
- Trust Your Wingman
- Squad Requirement: 3 X-wings
- One per round, a X-wing pilot may spend the Focus token of an allied X-wing pilot at Range 1-2 as though it were his own.
- Red Squadron (3 points)
- Run Interference
- Squad Requirement: 4 X-wings
- If an attacking ship's firing arc to any part of the defending X-wing's base passes through an allied X-wing, you may assign (at most) 1 point of damage done to the allied X-wing.
- Gold Squadron (3 points)
- Share Targeting Data
- Squad Requirement: 2 Y-wings
- Once per round, when a Y-wing fires a Proton Torpedo, if an allied Y-wing has already fired a Proton Torpedo at the same target this round, you may (once) reroll any number of dice on the attack.
- Black Squadron (3 points)
- Suppression Fire
- Squad Requirement: 3 TIE Fighters
- Once per round, a TIE Fighter pilot may forego their attack to give an allied TIE Fighter at Range 1-2 one additional attack die for the round.
- Academy Elite (2 points)
- Sensor Data Assist
- Squad Requirement: 4 TIE Fighters
- If a TIE Fighter would pass through an obstacle, if there is an allied TIE Fighter within Range 1 at the beginning of movement, the TIE Fighter may pass through the obstacle at no penalty.
- Obsidian Squadron (4 points)
- Advanced Training
- Squad Requirement: 2 TIE Advanced
- A TIE Advanced pilot may use the Action of an Upgrade card of any allied TIE Advanced pilot within Range 1-2.