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Everything posted by yoink101

  1. I've done this for the Raider. We've either given it a set route for the match, or just had it remain in one place. Once, it made an attack run at the station we captured with some bomber support. It was awesome! I hope this is clear and the format doesn't get too messed up. I had to remove all of the images in the original formatting, so it looks a little weird, sorry. Instigator Raider-class Corvette (aft) 4 6 0 8 4 Raider-class Corvette (aft)/Raider-class Corvette (50) Captain Dev Yissik (6) – At the start of the Combat phase, you may choose another ship at Range 1-4. Either remove 1 focus token from the chosen ship or assign 1 focus token to that ship. (Choose the closest ship that can attack or can be attacked) Lieutenant Quintin Varos(2) – If you overlap an obstacle during the Activation phase, do not suffer 1 faceup damage card. Instead, roll 1 attack die. On a hit or crit result, suffer 1 damage. Ion Cannon Battery (6) – Attack [Energy]: Spend 2 energy from this card to perform this attack. If this attack hits, the defender suffers 1 critical damage and receives 1 ion token. Then cancel all dice results. Energy: 2. Attack: 4. Range: 2-4. Quad Laser Cannons (6) – Attack [Energy]: Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again. Energy: 2. Attack 3. Range 1-2. Sensor Team (4) – When acquiring a target lock, you may lock onto an enemy ship at Range 1-5 (instead of Range 1-3). Engineering Team (4) – During the Activation Phase, when you reveal a straight manoeuvre, gain 1 additional energy during the "Gain Energy" step. Limited. Backup Shield Generator (3) – At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value). Limited. Raider-class Corvette (fore) 4 4 0 8 6 Once per round, after you perform a primary weapon attack, you may spend 2 energy to perform another primary weapon attack. Raider-class Corvette (fore)/Raider-class Corvette (50) Quad Laser Cannons (6) – Attack [Energy]: Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again. Energy: 2. Attack 3. Range 1-2. Gunnery Team (4) – Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a hit result. Limited. EM Emitter (3) – When you obstruct an attack, the defender rolls 3 additional defense dice (instead of 1). Limited. Instigator (4) – After you perform a recover action, recover 1 additional shield. Movement Move forward 2 and gain 4 energy. Energy Allocate energy to all appropriate upgrade cards, beginning with weapons that can fire on targets. Actions Actions Fore If there is a friendly ship in range 1-2 that can attack or can be attacked, perform the coordinate action on the closest ship that fits the description. Otherwise, perform a target lock on the closest ship that can be attacked. Aft If either section is short on shields and it would not waste more than one energy (ie: if two shields are missing and you have three energy, two would be wasted because of the title) Otherwise, perform a reinforce action. Shooting Fire at the target that is target locked with the primary weapon, if you have two energy and are missing no more than one shield, spend two energy to fire again at the closest target. Otherwise, fire at the closest target within range with primary weapon, and all of the closest targets with secondary weapons equipped with enough energy. End of Turn Recover shields to make them as even as possible.
  2. I think so. It involves riding a fine line though. You want to be careful not to tap into the dark side too often. Use your dark side pips when your character would be particularly angry or jealous, although try to use the force as peacefully as possible. You should be able to keep your morality towards 50 if you carefully balance it. On the other hand, if you don't care which way it slides, do whatever you have to do to activate your powers.
  3. Those are awesome! Thank you! I made some crappy mock ups, but these will look so much better on the table! You haven't put together the Defender, Bomber or others, have you?
  4. Yeah, we don't even worry about it. By the time they feel like they have enough xp to add another set of talents, I direct them towards the other talent trees or the force powers. Not to say that they aren't cool, but it definitely feels like another grab for money. I've already got three core books, and I thought that was plenty generous of me.
  5. I've ordered stuff from etsy. They're a real thing. Check where stuff is shipping from before you buy it though. Sometimes your getting stuff from the other side of the planet. It's fine, but you may have to wait weeks if that is the case.
  6. I 100% agree with your good. Also, Luke pulling a Yoda is pretty lame. As for the base and the lack of stuff, I actually kind of liked how much the movie payed tribute to a New Hope. It was ridiculous there when the Rebels sent their entire fleet of a dozen star fighters to fight the lonely and unguarded Death Star. Blowing up the entire Republic by hitting one system was also kind of lame. But maybe there will be dozens of factions that are in play after the Empire broke apart with the deaths of Vader and Palpatine and we can see a true galactic conflict! It seems unlikely though.
  7. If Rey is Luke's daughter, how she came to be on Jakku is going to me a very interesting storyline.I mean look at it this way, we know Luke left after Ren fell to the DS and destroyed whatever next generation of Jedi there were. You'd expect that he was at least a young adult by this point. Is Rey that much younger then him? Doesn't seem like it so if she is flashing back to being left on Jakku at like age 7, that wouldn't make any sense for Luke just leaving her there as that would be before Ren fell, so why abandon your daughter if at that point? So if she is Luke's daughter, very well may be, then her story is much more then Luke just leaving her to protect her. If she is Luke's daughter I don't think that is a lineage either of them is aware of. Especially since niether Rey or Ren gave any indication they knew each other, nor Rey any indication she had met Han or Leia or Chewbacca before. It wouldn't be a Disney movie if the main character's mom hadn't died. Here's how I figure it (read: wild speculation based on no evidence at all): Kylo Ren is about a decade older than Rey (at least, the actors are). Luke made it with a woman who wasn't his sister. When she got ready to pop, Kylo (did Han call him Ben?) was already about 10. She probably left because Luke was all Jedi-y and high profile, and she wanted a simple life for her daughter. Something happened where Rey's mom had to go and leave her on not Tattoine. That probably had to do with Luke going into hiding and Kylo Ren (Ben Solo instead of Jacen?) becoming a huge ass-hat. Anyway, I liked the movie a lot. I thought it was a very good movie and was a wonderful tribute to the original. Exactly as the OP wrote, it followed the same plot of A New Hope with the new characters. I appreciate that they left a lot of the universe vague, just like they did in ANH. The characters were good and I thought Rey and Fin had great chemistry. I appreciate that Abrams is a Star Wars fan and he made a safe, solid, Star Wars movie.
  8. Has anyone created AI cards for Rebel of Scum ships? I want to run a string missions against some scum pilots and having them with a couple of stolen Rebel fighters could be fun. I know that there are a couple of programs out there that will function, but I'd really like to have something to put on the table.
  9. Ah, I see why. Vessery now gets the Double Tap from the title. Markmanship effects all your attacks, so effectively it means Vessery pops MM for his action, and so long as an Advanced has a TL it means Vessery is getting two shots of Focus+TL (effectively). Sure, the Ion Cannon will negate one MM crits, but Vessery should spend most of the game rolling back to back three hits. I actually like it: more so than Marksmanship on Maarek. Maarek gets his tasty crit from ATC, but honestly running him with something other than Predator is just screaming at his action economy... Nailed it! I think getting a shuttle that picks up target locks across the table is a cool way to go too. But I like the visual of a Defender with two Advanced escorts.
  10. With the new titles, Colonel Vessery+TIE/D+Marksmanship+Ion Cannon (41 points and room for a modification to taste) As long as he is paired with a couple of TIE Advanced (with the sustained target lock thing) or with a shuttle or a bomber that can dish out target locks at long range, then Vessery can put out two attacks that are target locked and focused on most turns. There are a handful of ways to support Vessery, but one that I like looks as follows: 99 Points 33 points • Darth Vader TIE/x1PredatorAdvanced Targeting Computer 42 points • Colonel Vessery Ion Cannon Marksmanship TIE/D Twin Ion Engine Mk. II 24 points Storm Squadron Pilot TIE/x1 Advanced Targeting Computer What are your thoughts?
  11. They could cut down. If the bits were placed differently or printed differently everything could fit behind the plastic display like they do with the smaller models.
  12. I would by the expansions before another starter because you get access to all of the cards. If you just use proxies and are not worried about getting everything, a second core set is good to have because of the extra measuring and maneuver tools. For an intro game, I would just put a star destroyer against the mc80 and add in roughly equal numbers of points worth of basic squadrons. Then start building lists at set point values. 400 is standard for tournament play. 300 will allow you do have one or two heavily upgraded ships. 180, is good for just playing with the starter set.
  13. There are a handful of cards, like Engine Techs, have a command symbol before the text. Does that mean I need to have revealed the command dial with that command, spend a command token of the appropriate type, or is it just to give an idea of the card's function?
  14. It sounds like your friend is a jerk. If he'd rather just get an auto win, tell him that he's a jerk and he should play with himself. Edit: I guess you could be a reasonable person and have a conversation with him...
  15. A squadron heavier, less upgraded version could be: Double SDs!!!!! (take 2) Faction: Galactic Empire Points: 395/400 Commander: Grand Moff Tarkin Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Grand Moff Tarkin ( 38 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Advanced Projectors ( 6 points) - Leading Shots ( 4 points) Imperial I-Class Star Destroyer (110 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Leading Shots ( 4 points) 1 "Howlrunner" ( 16 points) 3 TIE Fighter Squadrons ( 24 points) 3 TIE Interceptor Squadrons ( 33 points) 1 Dengar ( 20 points) Fleet created with Armada Warlords
  16. A caveat before you read on. I don't play tournaments. I rarely play the same list twice. I really like the souped up ISD II, but you could definitely drop a handful of the upgrades to add a smaller ship of more fighters if you wanted to. Even switching out some generic TIEs for interceptors would probably work as well. Double SDs!!!!! Faction: Galactic Empire Points: 393/400 Commander: Grand Moff Tarkin Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Laser Turrets ( 5 points) - Advanced Projectors ( 6 points) - XI7 Turbolasers ( 6 points) - Leading Shots ( 4 points) Imperial I-Class Star Destroyer (110 points) - Devastator ( 10 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Laser Turrets ( 5 points) - Leading Shots ( 4 points) 1 "Howlrunner" ( 16 points) 3 TIE Fighter Squadrons ( 24 points) 1 Dengar ( 20 points) Fleet created with Armada Warlords I really like Tarkin with the Defence Liaison because it means you can basically set your command dials to concentrate fire and get engineering or navigation whenever you need to. The leading shots are my way around not having Vader or Screed, as you can get a reroll anytime you throw abysmally within medium range. I wonder if that works with anti squadron dice? The turbo lasers on the ISD II are awesome, and the advanced projectors make the two redirect tokens even better. Anyway, I hope you enjoy whatever list you decide on?
  17. Please, no! Everything else looks good! You are missing the Interdictor Star Destroyer found here. There are also a handful of squadrons and rogues that will probably be added. *Edit Also, I hope they release the Nebulon B for the Empire. It is an Imperial ship that the Rebels commandeered in the first place. On the same token, introducing Imperial models of the Clone War ships (Venator and Acclamator) possibly versions that were captured by the Rebellion might be a possibility.
  18. I played a game today where we had Squadrons "docked" in the bays of their motherships. Ships could have more than their squadron value aboard if the player wanted. We've toyed with the idea of having squadrons dock with a capital ship mid-game to receive repairs, but most games don't run that long. Anyway, here's a rundown of what we did. Any docked squadrons were placed on or near the ship card of the mothership at the beginning of the game. Those squadrons could not be attacked. When a ship revealed a squadron command, it could activate squadrons on the table, or place a number of berthed squadrons in base contact and then activate them. While I understand that not everyone wants to do this, it was a blast! It made bombing runs a little more effective, and made keeping an effective combat air patrol an essential part of maneuvering. After all, you didn't want to get caught without any interceptors around your Star Destroyer when the Frigate launched three squadrons of B-Wings at you!
  19. Tarkin with a Star Destroyer and a VSD and anything else you want to throw in still give unparalleled flexibility. If you put a Weapons Liaison or a Defense Liaison, then you almost don't need to plan your command dials, and if you do plan them well, then you get awesomely effective commands with a command and a token. Upgrades like leading shots can get you some rerolls extra hits that you are missing by not taking Vader or Screed. Yes, he is expensive, but he's also awesome! The Rebels can get close to this flexibility with Leia and/or the Tantive IV. What do you think?
  20. I understand what you mean, and I disagree. Yes, if you play in a tournament, play by the rules. Yes, if you are teaching a new player, use the rules as written. You're not there to confuse anyone. If you are building a community and a regular game night, then it will make things much clearer if you play by the rules. My group of friends and I rarely play tournaments. The biggest rules that we change have to do with the squadrons, because using squadrons, even unique ones, doesn't really feel like squadrons in the movies. Granted, you can play X-Wing to get much closer to that feel (which we also house rule/use the Heroes of the Aturi Cluster ruleset, which you should check out here). The point is to have fun, and if everyone around is up for something a little different, even an unbalanced *gasp* match in which the underdog needs to rise up through force of will and a healthy dose of dumb luck, then where is the problem? After all, the rules are meant to be broken.
  21. that's a fun one. It still gives the squadron command some potency, but also makes squadrons operate a little more like in the movies.
  22. I really dislike tournament play. I want to play Star Wars for the sake of Star Wars. That means having swarms of fighters that are determining the course of an epic battle in which the rebellion is vastly outnumbered. With that in mind, we often play games at unbalanced point levels and I absolutely LOVE this house rule: http://dockingbay416.com/ideas-to-fix-the-squadron-problem-in-star-wars-armada/
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