I have an idea for a new type of card, and wanted to throw it out for some ideas. I'm not the greatest at costing/coming up with abilities, so any help there would be greatly appreciated.
Squadron Card: A squadron card can be applied to a ship list for the points indicated on the card. Each squadron card has a list of the ships that are required to . No ship can belong to more than one squadron, and can only be included in a squadron when the force is built (i.e., you can't add a ship to a squadron mid-game to replace one of the ships of in a squadron that is destroyed). Generally, a squadron consists of one named pilot (PS 5+) and two generic pilots (PS 3 or less). Squadrons grant additional abilities to the members of the squad when they are within Range 1-2 of the squadron leader (the named pilot).
Examples:
Bandit Squadron (Rebel Only)
Requirement: 1 Z-95 PS 5+; Any combination of 2 Y-Wings or Z-95 PS 1-3; After defending, if you are not stressed, you may perform a free barrel roll and then take a stress token; Cost 2
Blue Squadron (Rebel Only)
Requirement: 1 X-Wing PS 5+; Any combination of 2 X-Wings or Z-95 PS 1-3; Squadmates in Range 1-2 gain a free evade (this does not stack from multiple squadmates)
Dagger Squadron (Rebel Only)
Requirement: 1 B-Wing PS 5+; 2 B-Wings PS 1-3; You may reroll blank results with secondary weapon attacks; Cost 3
Gold Squadron (Rebel Only)
Requirement: 1 Y-Wing PS 5+; 2 Y-Wings PS 1-3; Add Evade to your Action Bar; Cost 2
Gray Squadron (Rebel Only)
Requirement: 1 Y-Wing PS 5+; Any combination of 2 X-Wings or Y-Wings PS 1-3; You may spend a focus instead of a target lock when firing secondary weapons
Green Squadron (Rebel Only)
Requirement: 1 A-Wing PS 5+; 2 A-Wing PS 1-3; You may perform a 3 Seignor's Loop Left/Right as a Red manuever instead of a 3 Koiogran Loop; Cost 3
Guardian Squadron (Rebel Only)
Requirement: 1 K-Wing PS 5+; Any combination of 2 K-Wings or Y-Wings PS 1-3; Action: If you have a turret, You may skip your attack to add +2 Attack dice to a squadmate's turret attack; Cost 4
Knave Squadron (Rebel Only)
Requirement: 1 E-Wing PS 5+; Any combination of 2 E-Wings or X-Wings PS 1-3; Add Boost to your Action Bar; Cost 3
Red Squadron (Rebel Only)
Requirement: 1 X-Wing PS 5+; 2 X-Wings PS 1-3; You may boost or barrel roll after an attack that hits; Cost 3
Tala Squadron (Rebel Only)
Requirement: 1 Z-95 Headhunter PS 5+; 2 Z-95 Headhunters PS 1-3; You may ignore the first damage you take in a turn; Cost 4
Vanguard Squadron (Rebel Only)
Requirements: 1 HWK-290 PS 5+; Any combination of 2 X-Wings or Y-Wings PS 1-3; When defending, you may change one of the attacker's Hits to a Focus. That die cannot be further modified. Cost: 2
-----------------------------------
Avenger Squadron (Empire Only)
Requirement: 1 Tie Interceptor PS 5+; Any combination of 2 Tie Advanced or Tie Fighters PS 1-4; After attacking, one squadmate in Range 1-2 may Focus for free. Cost: 2
Cutlass Squadron (Empire Only)
Requirement: 1 Tie Punisher PS 5+; Any combination of 2 Tie Punishers or Tie Bombers PS 1-4; You may increase or decrease the range of Secondary weapons by 1 Range. Cost: 2
Black Squadron (Empire Only)
Requirement: 1 Tie Advanced PS 5+; 2 Tie Fighters PS 1-4; Action: +1 Attack Dice; Cost 5
Black Eight Squadron (Empire Only)
Requirement: 1 Tie Punisher PS 5+; 2 Tie Punishers PS 1-4; After an attack with a secondary weapons hit, you MUST choose 1 other ship at Range 1 of the defender (other than a squadmate). That ship suffers 1 damage. Cost: 4
Delta Squadron (Empire Only)
Requirement: 1 Tie Defender PS 5+; Any combination of 2 Tie Advanced or Tie Bombers PS 1-3; Squadmates may take the Extra Munitions card as a Modification. This card is not lost if squadmates move beyond Range 2 of the squad leader.
Epsilon Squadron (Empire Only)
Requirement: 1 Tie Fighter PS 5+; Any combination of 2 Tie Fighters or Tie Bombers PS 1-3; You may change one blank result to a Hit or Evade result; Cost: 3
Gamma Squadron (Empire Only)
Requirement: 1 Tie Bomber PS 5+; 2 Tie Bombers PS 1-4; Action: You may Delay or Detonate any bomb you have dropped. A delayed bomb does not detonate until you take a Detonate action; Action: You may Drift a Delayed bomb you have dropped 1 Straight in any direction; Cost: 3
Obsidian Squadron (Empire Only)
Requirement: 1 Tie Fighter PS 5+; 2 Tie Fighters PS 1-4; You treat Criticals as two hits against Shields; Cost 3
Omega Squadron (Empire Only)
Requirement: 1 Tie Fighter PS 5+; Any combination of 2 Tie Fighters or Tie Interceptors PS 1-4; If you are destroyed by an attack, roll an attack die. On a critical, remain on the board with no shields and 2 damage cards on your ship; Cost 3
Omnicron Group (Empire Only)
Requirement: 1 Lambda Class Shuttle PS 5+; Any combination of 2 Tie Fighters or Tie Interceptors PS 1-4; Action: Squadmate in Range 1-2 gain a free Evade. You may not have more than 1 Evade token at a time. Cost: 2
Onyx Squadron (Empire Only)
Requirement: 1 Tie Defender PS 5+; 1-2 Tie Defender PS 1-3; Your Ion attacks deal one additional Ion token. A small ship with two Ion tokens skips it Take Action phase; A large ship with three Ion tokens skips its Take Action phase. Cost: 5
Saber Squadron (Empire Only)
Requirement: 1 Tie Interceptor PS 5+; 2 Tie Interceptors PS 1-4; After you perform an attack that hits, a squadmate at range 1-2 can Barrel Roll or Boost for free; Cost 3
Scimitar Squadron (Empire Only)
Requirements: 1 Tie Bomber PS 5+; Any combination of 2 Tie Advanced or Tie Defender PS 1-4; You may change 1 Hit to a Critical with secondary weapons; Cost 2
Sector Patrol (Empire Only)
Requirements: 1 VT-49 PS 4+; Any combination of 2 Tie Fighters or Tie Interceptors PS 1-4; When attacking, you may discard one Focus result to place a Stress token on the defender; Cost 2
Shadow Squadron (Empire Only)
Requirement: 1 Tie Phantom PS 6+; 2 Tie Phantoms PS 3-5; After performing an Evade action, you may Cloak for free; Cost 4
Sigma Squadron (Empire Only)
Requirement: 1 Tie Phantom PS 6+; Any combination of 2 Tie Phantoms, Tie Advanced (w/ Stealth Device) or Tie Interceptors (w/ Stealth Device) PS 1-4; You can Barrel Roll with the 1 Slight Left/Right instead of 1 Straight; Cost: 2
Storm Squadron (Empire Only)
Requirement: 1 Tie Advanced PS 5+; 2 Tie Advanced PS 1-4; Action: If you have no shields remaining, you may add Boost to your action bar; Cost 2
Tempest Squadron (Empire Only)
Requirement: 1 Tie Advanced PS 5+; Any combination of 2 Tie Advanced or Tie Interceptors PS 1-4; After performing a Boost or Barrel Roll you may acquire a Target Lock for free; Cost 3
Zeta Squadron (Empire Only)
Requirement: 1 Tie Fighter PS 5+; 2 Tie Fighters PS 1-4; Action: If you performed a green maneuver, roll a defense die. On an Evade result, regain 1 Shield; Cost 3
----------------------------------------
Binayre Pirate Band (Scum Only)
Requirement: 1 Z-95 PS 5+; 2 Z-95 PS 1-4; Action: Select an enemy ship at Range 1-2. Reduce that ship's Agility by 1; Cost 3
Black Sun Assassination Force (Scum Only)
Requirement: 1 Star Viper PS 5+; 2 Star Viper PS 1-4; Action: You may perform a 1 Seignor's Loop Left/Right or a 1 Koiogan Turn. Afterwards, receive a stress token. Cost 2
Black Sun Assault Force (Scum Only)
Requirement: 1 Kihraxz PS 5+; 2 Z-95 PS 1-3; Once per turn, after one of your squad members is attacked, a squadmate at Range 1-2 may make a free primary attack against the attacker; Cost 3
Black Sun Enforcers (Scum Only)
Requirement: 1 Star Viper PS 5+; Any combination of 2 Kihraxz or Z-95 PS 1-3; You may change 1 Focus result to an Evade result; Cost 2
Bounty Hunter Cadre (Scum Only)
Requirement: 1 Firespray-31, G-1A, Jumpmaster 5000 or YV-666 PS 5+; Any combination of 2 Firespray-31, G-1A, Jumpmaster 5000 or YV-666 PS 1-5; When attacking, after a successful hit, one Squadmate in Range 1-2 gains a free target lock on the defender; Cost: 3
Cartel Smugglers (Scum Only)
Requirement: 1 Kihrax PS 5+; 2 M3-A PS 1-4; Add Boost to your action bar; Cost 3
Mandalorian War Party (Scum Only)
Requirement: 1 Firespray-31 PS 5+; 2 Y-Wings PS 1-4; When attacking a ship in your primary arc, roll 1 additional attack dice. Cost 3
Spicer Escort (Scum Only)
Requirement: 1 HWK-290 PS 3+; Any combination of 2 Kihraxz or M3-A PS 1-4; Action (Limited*): Treat one squadmate in Range 1-2 as if they had Piloting 12 (*= only one ship in the squad can perform this action per turn). Cost: 4
Syndicate Thugs (Scum Only)
Requirements: 1 Y-Wing PS 5+; Any combination of 2 M3-A or Z-95 PS 1-4; Any enemy ship you touch gains a Stress token. Cost 2
Automatically Appended Next Post: P.S.: What do think about also allowing the primary ship (the one with PS 5+) taking the Squad Leader and the secondary ships (the ones with PS 1-4) taking Wingman without taking up an Elite slot - but they still have to pay the points?
|