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DiabloAzul

DA's Armada Shipyards

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EDIT (2015): All the custom cards have now moved to the Armada Shipyards page. Much of the material posted in this thread is now out-of-date.

EDIT (2017): The project has been "on hold" for so long that I might as well just call it quits. Also, a lot of the material on the site has been obsoleted by new FFG content. Nice to see we got a lot of stuff right though!

 

Here you can find ready-to-print cards (including title upgrades and base templates) for many of Mel and Utar's custom ship miniatures. Big thanks go to RogueKnight for his excellent Photoshop templates.

th_Acclamator%20I%20Card.jpg  th_Interdictor%20Card.jpg th_Consular%20Rebel%20Card.jpg
 
th_Title%20-%20Phoenix%20Home.jpg  th_Title%20-%20Katana.jpg  th_Title%20-%20Enforcer.jpg

th_Lambda%20Shuttle%20Card.jpg  th_ARC-170%20Rebel%20Card.jpg  th_V-19%20Republic%20Squadron%20Card%20A

 
SHIPS

Acclamator-class Assault Ship. Medium-size ship of the Clone Wars-era Republic, with cards for the I- and II-models.
 
Arquitens-class Light Cruiser. Small Republic ship including a lightly-armed communications version and an Imperial-era refit.
 
Assault Frigate Mk I. Medium-sized Rebel ship with powerful broadsides; includes cards for Types III, V and VI.
 
BFF-1 Bulk Freighter, in both Rebel and Imperial guises. Support- or mission-oriented abilities will be incorporated into future title cards.
 
Consular-class Light Assault Cruiser. Small corvette-like Republic ship, including a Rebel Alliance refit.
 
CR90 Modified Corvette. Slightly upgraded Rebel CR90 with FarStar and Sundered Heart titles. 
 
CR92a Assassin-class Corvette. Imperial version of the CR90.
 
DP20 Frigate, a.k.a. Corellian Gunship. Small and fast Rebel ship with missile armament and good anti-squadron armament.
 
Dreadnaught-class Heavy Cruiser. Rebel, Imperial and Republic ships, with a Katana Fleet variant for each.
 
Gozanti-class Cruiser, Small transport; includes a card representing a small detachment of ships rather than just one.
 
GR-75 Medium Transport, a.k.a. Rebel Transport. Small and slow Rebel ship, chiefly for scenario use.
 
Immobilizer 418-class Cruiser, a.k.a. Imperial Interdictor Cruiser. Gravity Well abilities are incorporated into title cards.

Imperial Customs Corvette, including a faster pursuit refit version.
 
Lancer-class Frigate. Slow, dedicated anti-squadron Imperial ship.
 
Nebulon-B Escort Frigate. Imperial version with various unique title cards.
 
Nebulon-B2 Modified Frigate. Both Imperial and Rebel versions with attack and command variants.
 
Neutron Star-class Bulk Cruiser. Slow Rebel ship including a carrier refit version. Both medium and small bases available.
 
Pelta-class Frigate. Lightly armed, but very durable, small Republic ship.
 
Tartan-class Patrol Cruiser. Agile anti-squadron Imperial ship.
 
Venator-class Star Destroyer. Includes both a Republic-era card and an Imperial refit version.
 
Victory-class Star Destroyer. Republic-era version.
 
Vigil-class Corvette. Small Imperial patrol ship.
 
XQ-series Platforms. Immobile stations. Deployment abilities are incorporated into non-unique title cards.
 
 
SQUADRONS
 
ARC-170 heavy fighter. Including a unique Clone ace.
 
ATR-6 Assault Transport, a.k.a. Gamma-class. Squadron unit capable of boarding enemy vessels.
 
V-19 Torrent medium fighter. Includes a generic Republic card and a unique Clone ace.
 
V-Wing interceptor. Fast Republic fighter.
 
BTL-B Y-Wing. Slower Republic-era version of the bomber.
 
Z-95 Headhunter. Includes both Republic and Rebel versions.
 
DX-9 Stormtrooper Transport, a.k.a. Delta-class. Squadron unit capable of boarding enemy vessels.
 
Lambda-class Shuttle. Used to ferry officers between ships (or as an escape pod for your expensive commander). Includes a ship upgrade card for mid-game deployment.
 
 
 
These are all work in progress, and I fully expect to tweak and recost most if not all of them after playtesting. But you gotta start somewhere, right? :)
 
I'll keep adding new and updated cards here as the project progresses.
 
Also, it's probably worth explaining that my project goals involve creating units that do not require additional rules or components. A major design constraint is that any new abilities or actions must fit into regular unit or upgrade cards. Accurately simulating all the details and mechanisms of the computer games, or strictly adhering to canon, on the other hand, are not top priorities for me: I strive for achieving the feel and flavour of Star Wars within the Armada ruleset - hopefully without ruining game balance.

Edited by DiabloAzul
Project update: Game over, man! Game over!

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Thanks for putting these in one place!

 

I think your goals for sticking to Armada mechanics is laudable. The X-Wing custom scene seemed quick to add new rules and conventions at the drop of a hat, so it's nice to see a fellow customizer who tries to rein that in.

 

That said I think there is room for new mechanics, but if used sparingly. The Ambush keyword Wes cooked up seems like a reasonable addition to make a scum faction a little more diverse. Where I think it crosses the line is trying to make a singular upgrade card to represent gravity wells as a mandated upgrade when no such thing exists in the engine. It feels about as odd as making rules text on a generic card... no ship from FFG has done that so far, so it's a little strange to see it done so.

 

Another keyword I can think of might be something to cover Phantoms, which otherwise cannot work well in the mechanics as presented. They live and die by their invisibility and I think a new rule is called for to make them work and in an interesting way.

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Fantastic! Thank you so much for doing this.

I do have a question. As for printing, how would that be done? Just download and print at 100% or is there anything special? If so, can you add a printing instructions page there?

Thank you again.

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Thanks for putting them in one post Diablo.,

 

Norsehound, I admit the Gravity Well card is clunky, and I like Diablo's approach better to the Interdictor with the named ships. On the opposite side, it is one of the few ships in the SW universe that has such a specific piece of technology that falls outside the norms. There is no real way for a ship to have the Gravity Well effect unless it is used within the spectrum of defense tokens. Being an offensive weapon in most cases, I tried to approach it like Enhanced Armament or Expanded Hangers. You don't have to use it, but you probably should. That said the nature of custom does allow for a certain flexibility outside the standard game org. We are modifying it after all. Anyway, other then narrative scenarios, I don't see the point of ever taking an Immobilizer without the primary function it is used for being addressed.

 

On a side note I cleaned up the Ambush rule to read more specific about how to limit the amount of fighters in an obstacle. Just used the already present overlapping rules.

 

Is there a way to implement this tech within the standard rules so that even generic Immobilisers could benefit? I would suggest we continue to think on this aspect of the game play involving this ship. Currently we must use upgrade cards in either case to represent it.

Edited by Wes Janson

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That said I think there is room for new mechanics, but if used sparingly. The Ambush keyword Wes cooked up seems like a reasonable addition to make a scum faction a little more diverse. Where I think it crosses the line is trying to make a singular upgrade card to represent gravity wells as a mandated upgrade when no such thing exists in the engine. It feels about as odd as making rules text on a generic card... no ship from FFG has done that so far, so it's a little strange to see it done so.

 

Another keyword I can think of might be something to cover Phantoms, which otherwise cannot work well in the mechanics as presented. They live and die by their invisibility and I think a new rule is called for to make them work and in an interesting way.

I agree fully, keywords are a neat way of doing these things (at least for squadrons) and FFG is certainly introducing new ones like Rogue or Intel as it goes along, so I wouldn't have a problem with creating more. The current ability text on the DX-9 will probably become a Boarding keyword that can be re-used in e.g. ATR-6s, but I want to test it some more first.

 

A new keyword for the Phantom would work well, too. The challenge will be to keep it short, streamlined and futureproof (writing complicated rules is easy, writing simple rules is hard). Might give it a go at some point, though I'm not terribly interested in that model, probably because I never really played X-Wing Miniatures.

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Fantastic! Thank you so much for doing this.

I do have a question. As for printing, how would that be done? Just download and print at 100% or is there anything special? If so, can you add a printing instructions page there?

Thank you again.

 

Yes, the images are sized so that printing at 100% (e.g. in Word or some other simple software) should work fine. But I haven't tried it yet, so please let me know if there are any issues! :)

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I like making customs too, but even I struggle with what I would want to do for the Interdictor simply because the Interdictor's prime, clear function has no impact on the game mechanics as presented (unless FFG were to introduce some rule of being able to flee offboard?). It's not a new problem with depicting the Immobilizer, EaW did it's missile jamming thing so it could have some use beyond preventing the enemy from fleeing the field (which is all the Immobilizer did in Rebellion).

 

And really it's the only ship I can think of that is so intimately tied with its mechanic that it needs a special rule in order to make it stand out. Even depicting reconnaissance ships in X-Wing is simpler because all you need is a special sensor upgrade and there you go. Unless one could conceive of other kinds of equipment tech in the same category as "gravity well generators" to throw on an Immobilizer, the Immobilizer is going to be too specialized, and being the only ship with its unique upgrade category of only one card feels like a waste.

 

Diablo's workaround I find elegant, because it is an indirect way to tie an inherent characteristic of the ship without going out of the way to create a one-card upgrade category. Depending on how you like your Interdictors, all you need to do is pick your favorite effect to throw on it. One might have to test if the multiple titles make the game too much, but I think it's a functional way to present the Immobilizer in an efficient way.

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Agreed, it is a subtle way to represent the ship. I just don't think I would be inclined to use it with its current set-up. However I want to use it for the thematic play involved. Would anyone be opposed to a few Officer or Commander cards being added to help build on the Title effects? I was thinking Thrawn and Zaarin.

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In truth I would rather support your design Diablo. It is a better game approach. Would you be opposed to making a variant card of your Immobiliser with the Ion Cannon upgrade slot and a Black Asp Title? I do not have photoshop so I am not able to make the smaller cards without ignoring their background.

 

In the meantime anyone have any ideas on Thrawn and Zaarin? Thrawn, a master strategist and Zaarin, the advanced fighter developer/wannabe Emperor? Thrawn helps take Zaarin down in the end with Vader. I was thinking something about Zaarin's fighters having a bonus against other Imperial fighters. A blue on blue card so to speak.

Edited by Wes Janson

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Build on the title effects? I dunno, I'd rather see cards for Thrawn and Zaarin that were just as useful and general purpose as the other Imperial Admirals.

 

For something that deals with titles I'd expect someone a little more niche, like maybe Sate Pestage? Seems to me he's a commanding figure who would be the kind to amass powerful names under his banner to claim legitimacy of rule.

 

Thrawn I would have to think about. There are so many avenues on how he could be effective, from Objective disruption to command dial synchronization. Whatever his ability, I would like to see it widely useful in any kind of situation... like Tarkin. Perhaps exhaust during the command phase to change all top dials to a new command?

 

Zaarin I would be tempted to do upgrade card shenanigans with. Maybe his flagship can equip one of a few kinds of upgrade cards (An offensive or defensive upgrade?). I don't think flagships *do* anything right now apart from being simply where the Admiral is housed. Zaarin's claim to fame is usually holding advanced technology over his contemporaries, and upgrade cards I think is the quickest and fastest way to represent this.

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Thrawn and Zaarin were more of a general statement then Immobiliser specific. They just came to mind first because they both used them, and I would like to see them.

 

Is there some way Zaarin could add a fleet wide bonus to reflect that? Being the largest holder of Advanced Fighter Squadrons at the time could we not say increase his allowable spending on Squadrons during a game?

Edited by Wes Janson

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Diablo, can you do a base topper for the immobilizer as a small ship base? Seems the Gladiator comes with a small base but a medium ship mount, and I think the immobilizer will suit that size better. Just got my Immobilizer today. Hope you can help

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Diablo, can you do a base topper for the immobilizer as a small ship base? Seems the Gladiator comes with a small base but a medium ship mount, and I think the immobilizer will suit that size better. Just got my Immobilizer today. Hope you can help

 

Dude you've had your Interdictor for at least a day - WHERE ARE THE PICS???

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In regards to 2 anti-squadron dice, 3 of 4 wave 2 ships will have 2 dice each. That feature will become more common in future games, along with upgrade cards that make them even more effective. Don't be afraid to use the cannon to support the decision of using 2 dice. Staying true to cannon aside, game balance will be key, but things must be tested. I think the biggest thing driving the two anti-squadron dice hate is that people are not adjusted to the idea of ships being powerful anti-squadron platforms without support from fighters. The game will change and grow with each wave, and so will the problems on the table.

Edited by Wes Janson

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