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ITT we take concepts that are confirmed in universe or at least within flavor and do our best to write the rules/card text that would go along with them if FFG decided to actually implement them. Dont worry too much about numbers and "balance" and instead focus on the mechanics. After you gamify a mechanic make sure to include an idea for the next responder to tackle so that they chain together (feel free to respond to yourself and double post as long as you leave an open concept at the end for the next guy). 

Example:

Skeleton Crew 

Upgrade: Title

 

Text: modification This title can be equipped to any non-flotilla ship. The fleet point cost of this ship is reduced by 5 times its command value. The command, squadron and engineering values of this ship are reduced by 1 (to a minimum of 0). This does not reduce the number of command dials set by this ship.

 

I would like to see gamified: Self destruct mechanisms. 

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Thanks, @Nagasadow.  I like these games.  For a self-destruct mechanic, there would be a self-destruct upgrade (Ordnance Slot) the states that if a ship has one of more damage cards on it, it can self-destruct prior to its maneuver and be counted as destroyed.  If it does this, it can roll two black dice at any ship or squadron in close range regardless of the firing arc they are in.  These dice cannot be rerolled.

 

I would like to see gamified: Kamikaze mechanic for squadrons

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55 minutes ago, Admiral Calkins said:

I would like to see gamified: kamikaze mechanic for squadrons

Arvel Crynyd

Squadron: A-Wing

Text: while you Activate, if you have 2 or fewer  Hp you may suffer 2 damage to make an attack with 3 Black dice against  an enemy ship at distance 1

 

I would like to see gamified Useing "the Force"

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24 minutes ago, clontroper5 said:

 

 I would like to see gamified Useing "the Force"

Technological Terror

Title- Special (0 pts )

Any Large or Huge Ship

 

You are insignificant next to the power of the force... but the force doesn’t grant you the clairvoyance to find the rebel base, so you’re even...

 

...

?

...

game-ify hyperspace micro jumps 

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12 hours ago, Drasnighta said:

 

 

game-ify hyperspace micro jumps 

Hyperspace Beacon - Experimental Retrofit 

Before a friendly ship resolves its Determine Course step, you may exhaust this card to remove that ship and deploy it at distance 1-5 of you. That ship immediately ends its activation. 

Edited by ovinomanc3r

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On 8/20/2018 at 6:00 AM, ovinomanc3r said:

Hyperspace Beacon - Experimental Retrofit 

Before a friendly ship resolves its Determine Course step, you may exhaust this card to remove that ship and deploy it at distance 1-5 of you. That ship immediately ends its activation. 

This is a direct reference to the heir to the empire trilogy isnt it? Seems REALLY powerful. How many points would you make it cost? Also, what would you like gamified next?

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16 minutes ago, Nagasadow said:

This is a direct reference to the heir to the empire trilogy isnt it? Seems REALLY powerful. How many points would you make it cost? Also, what would you like gamified next?

No it isn't. I mean, I didn’t read a single star wars book. And for something to gamify:

Gamify Friendly Fire. 

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On 8/25/2018 at 12:41 AM, ovinomanc3r said:

Gamify Friendly Fire. 

If line of sight is drawn through a friendly ship: After the attack resolves, roll the die that was chosen to not be rolled, and apply any damage to the friendly ship's hull zone that was first to have line of sight drawn through it.

You could do the same thing with asteroids. If a [critical hit] is rolled, remove the asteroid. We see ISDs blowing up asteroids in ESB, I always thought there should be some option to do that in Armada. It could prevent asteroids from being placed right in front of the opponent's deployment zone as they would all get blown up in the first round...

 

Not so much friendly fire, but it could result in allied ships receiving damage:
When a medium or large ship is destroyed, roll 2 blue dice. Each other ship and squadron within range 1 suffers damage equal to the [Hit] icons on the hull zone closest to the destroyed ship.

 

Gamify Capturing enemy ships and using them for yourself.

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1 hour ago, thestag said:

Gamify Capturing enemy ships and using them for yourself.

Boarding Commandos, Weapon Team+Offensive Retro

When you reveal a command dial, you may discard a squadrons dial or token and this card to choose one enemy small ship at distance one. That ship cannot activate this round, and cannot resolve effects on equipped upgrade cards. At the end of the round, discard all title, fleet command, weapons team, support team, officer, and commander upgrades, all command dials, and all command tokens from that ship. At the start of the next round and all rounds after, treat this ship as part of your fleet. At the end of the game, count this ship as destroyed for scoring purposes. 

Way, way, WAY too wordy, but cool. Also, probably way too OP, but sounds cool to use. Pricing would be pretty high.

Gamify Anti-Planetary Weapons (think First Order Dreadnought)

Edited by Npmartian

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8 hours ago, Npmartian said:

Boarding Commandos, Weapon Team+Offensive Retro

When you reveal a command dial, you may discard a squadrons dial or token and this card to choose one enemy small ship at distance one. That ship cannot activate this round, and cannot resolve effects on equipped upgrade cards. At the end of the round, discard all title, fleet command, weapons team, support team, officer, and commander upgrades, all command dials, and all command tokens from that ship. At the start of the next round and all rounds after, treat this ship as part of your fleet. At the end of the game, count this ship as destroyed for scoring purposes. 

Way, way, WAY too wordy, but cool. Also, probably way too OP, but sounds cool to use. Pricing would be pretty high.

Gamify Anti-Planetary Weapons (think First Order Dreadnought)

too op, but also cool. I wonder if a limited effect could be more playable, like an until the end of the round or during its next activation.

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