Améliorations de chasseurs
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Star Wars: Armada :: Le jeu :: Créations
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Améliorations de chasseurs
ça fait un moment que me trotte dans la tête cette idée d'améliorations de chasseurs, qui permettent de personnaliser la chasse. Avec l'arrivée de la 1.5 et le chamboulement introduit notament par la limitation du nombre d'as, je me suis dit que c'était plus pertinent. Alors je vous livre mes premières idées, qui nécessitent pas mal de retravail en particulier sur leur coût.
Les améliorations de chasseur suivent une règle simple: une seule carte peut être équipée à un chasseur. Sauf mention contraire, elles ne sont pas uniques. Ah et désolé, c'est en anglais, mais j'ai mis les mots clés en gros. La plupart du temps, il s'agit de gagner un mot clé ou de compenser temporairement une faiblesse du chasseur. Notez que je n'en ai fait aucun qui donne un pion de défense, mais ce serait une idée à creuser.
Proton torpedoes loadout (awing only) 5pts. you get BOMBER.
R2 astromech unit (Xwing, Ewing only) 6pts. You get SCOUT
Leading squadron (Xwing, Awing only), 4pts, unique. You get SWARM.
Meer-son Turbo thrusters (Bwing only) 7pts When you activate, you can discard this card. If you do so, treat your speed as 4 and your attacks as obstructed
BTB-B ion cannon turret (Ywing only), 4pts. You get COUNTER 1
Rookie pilots (Z95 only) (-3pts) that card has a negative cost. That squadron must be deployed after all other ships and squadrons have been deployed.
Force sensitive pilot (rebels only), 5pts, unique. You get DODGE 1
TIE/ln (TIE fighter only) 4pts. you get INTEL
TIE/drone (TIE fighter only) 3pts. during your activation instead of attacking, you can choose to perform 1 attack against each squadrons at distance 1. Treat theses attacks as obstructed. If you do so, you get destroyed at the end of all attacks.
Elite pilots (TIE interceptor only) 6pts, unique. you get GRIT and DODGE
Improved targetting array (TIE bomber only) 6pts. when you attack, you can reroll 1 dice.
Renowned pilot (TIE Advanced only) 5pts. You get SCREEN.
Advanced cloaking device. (TIE phantom only) 7pts. You get SCOUT. After the end of the deployement, you may move up to distance 1 even if you are engaged
Torpedoes loadout (TIE defender only), 4pts. Treat your battery armament as 1 black die.
Outer rim smuggler (irregular non unique squadron only) Unique, 7pts. You may ignore the faction restriction of the equiped squadron when building your list.
Coward pilot (irregular non unique squadron only), 3pts. During your activation or at the start of the Squadron Phase, you may discard this card to remove that squadron from play.. If the squadron is engaged, it suffers 1 damage before being removed. A squadron removed does not count as destroyed at the end of the game.
Uncomplete squadron (non-irregular, non-unique squadron only). -6pts. That card has a negative cost. When you deploy that squadron, it suffers 2 damages. That squadron ignores the effect of a Station untill it suffers damage from an attack.
Lone wolf, 4pts, unique. While deploying, that squadron counts as two (so it can be deployed alone)
Close range fighter cover (6pts) That squadron must be deployed touching a friendly ship. While an ennemy squadron is at distance 1 of you, it cannot make an attack against a ship.
Ion torpedoes loadout (BOMBER only), 5pts: you get : the defending hull zone looses 1 shield. If the defending hull zone has no shields remaining, the ship cannot use the defense token for this attack.
seeking missiles: (BOMBER only), 4pts: while you are attacking, defense token cannot be used by the defender.
Targeting chip AA7: When you spend a dice with a icon, you can choose two defense token instead of one, that cannot be used during that attack.
Locking device (4pts): While attacking, you can discard that card to set a dice to a face with any icon. That dice cannot be modified, rerolled or canceled later.
Les améliorations de chasseur suivent une règle simple: une seule carte peut être équipée à un chasseur. Sauf mention contraire, elles ne sont pas uniques. Ah et désolé, c'est en anglais, mais j'ai mis les mots clés en gros. La plupart du temps, il s'agit de gagner un mot clé ou de compenser temporairement une faiblesse du chasseur. Notez que je n'en ai fait aucun qui donne un pion de défense, mais ce serait une idée à creuser.
Proton torpedoes loadout (awing only) 5pts. you get BOMBER.
R2 astromech unit (Xwing, Ewing only) 6pts. You get SCOUT
Leading squadron (Xwing, Awing only), 4pts, unique. You get SWARM.
Meer-son Turbo thrusters (Bwing only) 7pts When you activate, you can discard this card. If you do so, treat your speed as 4 and your attacks as obstructed
BTB-B ion cannon turret (Ywing only), 4pts. You get COUNTER 1
Rookie pilots (Z95 only) (-3pts) that card has a negative cost. That squadron must be deployed after all other ships and squadrons have been deployed.
Force sensitive pilot (rebels only), 5pts, unique. You get DODGE 1
TIE/ln (TIE fighter only) 4pts. you get INTEL
TIE/drone (TIE fighter only) 3pts. during your activation instead of attacking, you can choose to perform 1 attack against each squadrons at distance 1. Treat theses attacks as obstructed. If you do so, you get destroyed at the end of all attacks.
Elite pilots (TIE interceptor only) 6pts, unique. you get GRIT and DODGE
Improved targetting array (TIE bomber only) 6pts. when you attack, you can reroll 1 dice.
Renowned pilot (TIE Advanced only) 5pts. You get SCREEN.
Advanced cloaking device. (TIE phantom only) 7pts. You get SCOUT. After the end of the deployement, you may move up to distance 1 even if you are engaged
Torpedoes loadout (TIE defender only), 4pts. Treat your battery armament as 1 black die.
Outer rim smuggler (irregular non unique squadron only) Unique, 7pts. You may ignore the faction restriction of the equiped squadron when building your list.
Coward pilot (irregular non unique squadron only), 3pts. During your activation or at the start of the Squadron Phase, you may discard this card to remove that squadron from play.. If the squadron is engaged, it suffers 1 damage before being removed. A squadron removed does not count as destroyed at the end of the game.
Uncomplete squadron (non-irregular, non-unique squadron only). -6pts. That card has a negative cost. When you deploy that squadron, it suffers 2 damages. That squadron ignores the effect of a Station untill it suffers damage from an attack.
Lone wolf, 4pts, unique. While deploying, that squadron counts as two (so it can be deployed alone)
Close range fighter cover (6pts) That squadron must be deployed touching a friendly ship. While an ennemy squadron is at distance 1 of you, it cannot make an attack against a ship.
Ion torpedoes loadout (BOMBER only), 5pts: you get : the defending hull zone looses 1 shield. If the defending hull zone has no shields remaining, the ship cannot use the defense token for this attack.
seeking missiles: (BOMBER only), 4pts: while you are attacking, defense token cannot be used by the defender.
Targeting chip AA7: When you spend a dice with a icon, you can choose two defense token instead of one, that cannot be used during that attack.
Locking device (4pts): While attacking, you can discard that card to set a dice to a face with any icon. That dice cannot be modified, rerolled or canceled later.
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Carey_- Admin
- Messages : 2013
Date d'inscription : 31/01/2016
Elephant B et Grand Amiral Thrawn aiment ce message
Re: Améliorations de chasseurs
Super idées !
Il cherche un game designer chez AMG...
Il cherche un game designer chez AMG...
Elephant B- Messages : 115
Date d'inscription : 19/02/2016
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