Contents
- 1 Star Wars: Armada: More Rules
- 1.1 1. Squadrons and Their Importance
- 1.2 3. Objective Cards for Varied Missions
- 1.3 4. Fleet Building and Upgrades
- 1.4 Commands
- 1.5 Attacking
- 1.6 Talking about Overlapping
Star Wars: Armada: More Rules
Hey there! Are you ready for more exciting rules about Star Wars: Armada? Well, you’re in luck because I’ve got some additional ones for you. Let’s dive right in!
1. Squadrons and Their Importance
First things first, let’s talk about squadrons. These little groups of starfighters are a crucial part of your fleet. They can pack a punch and take out enemy ships, but they can also protect your own capital ships. It’s like having your own personal bodyguards in space!
2. New Commanders, New Strategies
Next up, let’s discuss commanders. Each faction in Star Wars: Armada has its own unique commanders that bring different abilities and strategies to the table. It’s up to you to choose the right commander for your fleet and come up with the best tactics to lead your forces to victory!
3. Objective Cards for Varied Missions
Now, let’s talk about objectives. In Star Wars: Armada, you have a variety of objective cards to choose from. These cards give you different goals to achieve during a battle, which adds a whole new layer of strategy to the game. You’ll have to carefully consider which objective to pursue and adapt your tactics accordingly!
4. Fleet Building and Upgrades
When it comes to building your fleet, you’ve got a lot of options. You can choose different ships, squadrons, and upgrades to customize your fleet to fit your playstyle. Maybe you want to focus on heavy firepower, or maybe you prefer a more tactical approach. The choice is yours!
5. Damage and Repair
In the heat of battle, your ships will take damage. But fear not! You can repair them and get them back into the fight. It’s all about managing your resources and making strategic decisions. Sometimes, it’s better to take a step back and repair your ships before diving back in!
So there you have it – some additional rules to enhance your Star Wars: Armada experience. I hope you’re as excited as I am to try them out. May the Force be with you!
Hey there! Let me walk you through some important rules you need to know to play this awesome learning scenario.
Commands
Commands are super cool because they give your ship extra power and special abilities. How awesome is that? The cool thing is, you can choose between using a command dial or a command token to activate a command. Here’s what each command does:
Imagine you’re in command of a ship, charting your course through the vast ocean. You have a crucial tool at your disposal: your command dial. With a flick of your wrist, you can adjust the ship’s speed, either increasing or decreasing it by one. It’s a simple yet powerful way to control the movement of your vessel.
But that’s not all. You also have the ability to make more precise adjustments. By tweaking a joint, you can add or subtract one click from your speed. It’s like fine-tuning your ship’s movement, giving you even more control over its speed.
Of course, every ship has its limits. The slowest speed you can go is “0”, ensuring that you never come to a complete stop. And the speed chart sets the maximum speed you can achieve, giving you a clear sense of your ship’s capabilities.
When I’m piloting a ship in Star Wars Armada, I have the option to use a command token to control my speed. This means that I can choose to either go faster or slow down by one increment.
Squadron 
So, here’s the deal: when you see this icon on a command dial, you have the option to use that dial to activate some friendly squadrons. The number of squadrons you can activate depends on the ship’s squadron value. Pretty straightforward, right?
Now, there’s a catch – you can only activate squadrons that are within close to medium range of the ship. Can’t have them too far away, you know?
If you choose to activate squadrons, you get to decide the order in which they attack and move. One at a time, mind you. Take your time and plan things out.
If I have a ship with a command token, I can use that token to activate one squadron when I reveal my command dial. It’s a way for me to strategically control my fleet.
Repair 
When I reveal a command dial with this symbol, I can spend that dial to gain engineering points based on my ship’s engineering value. I can use these points to do different things—either individually or in combination.
- 1 point: You can move one shield from one part of the ship to another, as long as you don’t go over the maximum shield value for that part.
- 2 points: You can restore one shield to any part of the ship.
- 3 points: You can get rid of any one damage card that’s facing up or facing down on the ship.
When I have a command token on my ship, I can use it after revealing my command dial. This allows me to gain engineering points to spend on various effects. The number of engineering points I gain is equal to half of my ship’s engineering value, rounded up.
Concentrate Fire
So here’s the deal: when a ship is in the heat of battle and decides to take a chance by throwing some dice, it has a little trick up its sleeve. After rolling the dice once, it can use its command dial to go for another roll. Pretty neat, right?
But here’s the thing – the second roll has a catch. The ship can only roll an extra die of the same color as the ones it rolled the first time. So, if it rolled a red die, it can only roll another red die. Same goes for any other color – it’s all about keeping things consistent.
Why is this important? Well, it’s all about adding a bit of spice to the game. It gives you the chance to up your odds of getting a favorable outcome. Plus, who doesn’t love a good surprise in the middle of a fight?
So here’s the deal – when you’re in the middle of an intense battle, don’t forget about the power of the command dial. It can be your secret weapon to snagging that extra roll and turning the tide of the game in your favor. Now that’s some serious firepower!
When you have a command token on a ship, you can use it to reroll one attack die after rolling the dice during an attack.
Using Command Tokens
When I reveal a ship’s command dial, I can use the dial to put the matching command token next to that ship.
A ship can have up to its command value number of command tokens, but it can’t have more than one of each type of command token.
Attacking
Here are the rules for when I want to attack an enemy ship. Squadrons follow most of the same rules as ships when they attack and defend, but there are a few differences explained in the “Squadron Attacks” and “Squadron Defense” sections.
To attack, I first choose one of my ship’s hull zones to attack from. Then I choose which hull zone on the enemy ship I want to attack. The enemy’s hull zone must be within firing arc and attack range.
When I declare the hull zone I’m attacking, I need to figure out how many attack dice to roll. The number of dice is shown on the hull zone I’m attacking.
First, I’m going to roll the attack dice. When I roll the dice, I want to get accuracy icons. Each accuracy icon I roll allows me to choose one of the defender’s defense tokens. The chosen token can’t be used during this attack. After that, it’s the defender’s turn to use his defense tokens. These tokens help him avoid or reduce the damage he takes in different ways.
Finally, the defender takes damage equal to the number of hit (#image.jpg) and critical (#image.jpg) icons left.
Attack Dice
There are three colors of attack dice: red, blue, and black. Each type of ship has a different combination of attack dice for each hull zone.
The colors of the attack dice serve two purposes:
- When I’m attacking a ship from a distance, I can’t roll certain colors of dice for that attack.
Each color has its own set of icons that are distributed differently throughout the dice. There are three types of icons that can appear on these dice:
– Accuracy: Represented by the “G” icon, this allows the attacker to choose one of the defender’s defense tokens. The chosen token cannot be used during this attack.
– Hit: Represented by the “F” icon, this inflicts one damage on the defender for each icon rolled.
– Critical: Represented by the “E” icon, if both the attacker and defender are ships, this causes one damage to the defender and the first damage card dealt is revealed faceup.
To successfully target an enemy ship, the attacker’s hull zone must be within the firing arc of the defender’s hull zone.
When you’re attacking in the game, it’s important to consider the defending hull zone and its attack range. To determine the range to the chosen hull zone, you’ll use the range side of the range ruler. The ruler has different range bands depicted by different colors, indicating the types of attack dice you can roll.
Let’s talk about ship attacks in Star Wars: Armada. When it comes to attacking from a distance, a ship can only roll its red attack dice. So if a ship’s hull zone doesn’t have any red dice, it can’t perform that attack.
Squadron Attacks
When it comes to squadrons, they don’t have hull zones like ships do. This means they don’t have to declare an attacking hull zone before they attack.
If you’re wondering how many attack dice a squadron uses when attacking ships, you can find that information on its squadron card.
When I’m in a squadron and I want to attack, I can choose one enemy ship that’s 1 distance away from me. I use the range ruler to measure the distance. I can use any color of dice at that distance, but I don’t pay attention to the icons on them when I’m attacking.
Measuring Firing Arc and Range
Alright, let’s talk about something important when it comes to playing a game like BattleTech- measuring firing arc and range. It might sound a bit intimidating, but don’t worry, I’ll break it down for you.
First things first, you need to understand what a firing arc is. Imagine a circle that represents your ‘Mech’s ability to shoot at stuff. This circle is divided into different sections, each representing a different direction. When you’re facing your opponent head-on, you can shoot at them with all your weapons. But if they move to the sides, your firing arc narrows down, limiting the number of weapons you can use effectively.
To measure firing arcs, you’ll need a protractor. Place the center of the protractor at the center of your ‘Mech’s base, where it’s labeled “Torsos.” Now, line up the protractor’s zero degree line with the front of your ‘Mech, which is called the “0-degree facing line.” This is your starting point. From here, you can use the protractor to measure the angle of any target relative to your ‘Mech’s facing.
Next up is range. This is basically how far your ‘Mech can shoot. In BattleTech, range is measured in hexes. Each hex represents a certain distance on the game board. So, when you’re measuring range, you’re really just counting the number of hexes between your ‘Mech and the target.
Now, you might be wondering, “How can I measure the range if the target is not directly in front of me?” Well, that’s where the protractor comes in handy again. By using the protractor, you can measure the angle between your ‘Mech’s facing and the direction of the target. Then, you can count the number of hexes along that angle to determine the range.
It’s important to keep in mind that line of sight is also a factor when measuring range. If there’s an obstacle between your ‘Mech and the target, you might not be able to shoot at them even if they’re within range.
So, to sum it all up, measuring firing arc and range is crucial in BattleTech. By using a protractor, you can determine where you can shoot and how far you can shoot. Just remember to factor in line of sight and any obstacles that might be in the way.
Now that you have a better understanding of how to measure firing arc and range, you can strategize your attacks more effectively. Have fun out there on the battlefield!
1 I’m in a tight spot here, just out of reach of the left guns on the Victory II-class X-wing.
2 My front hull is in danger! The CR90 Corvette A is within striking distance and the Victory II-class is ready to fire.
3 The left side of my CR90 Corvette A is vulnerable. It’s at a moderate distance from the Victory II-class and its left guns are aiming right at me.
Defense Tokens
When under attack, I have defense tokens to help minimize the damage I take.
When I roll the attack dice and use up my accuracy () icons, here’s what you can do as the defender:
Redirect: When I’m defending, I get to choose one of my hull zones that is right next to the hull zone I’m defending. So, if I take damage, I can decide to take some of the damage on the shields of that chosen zone before I have to take the rest of the damage on the actual hull zone I’m defending.
Evade: When I’m being attacked from far away, I get to pick one of the attack dice and cancel it. If the attack is happening at a medium range, I can choose one attack die to be rerolled. But if the attack is up close or at a distance of 1, the evade token doesn’t do anything.
Brace: When you take damage, you can brace yourself to minimize the impact. Instead of receiving the full force, you reduce the damage by half (rounded up).
Scatter: I can cancel all of your attack dice.
When you spend a defense token that is ready, you have to flip it over to its tired side. If you spend a tired defense token, you have to throw it away and return it to where it came from. All of your tired defense tokens will become ready again during the Status Phase.
When you’re defending against an attack, there are some rules that come into play. First, you can’t use the same defense token more than once for a single attack. Additionally, you can only use one defense token of each type for each attack. However, if your ship’s speed is at 0, you won’t be able to use any defense tokens at all.
Dealing with Ship Damage
Let’s talk about what happens when your ship takes damage. It’s important to know that each point of damage is dealt separately. This means that if you suffer multiple points of damage, you’ll have to handle them one at a time. To start, you’ll reduce the shields in your defending hull zone by one. You can do this by rotating the shield dial to the next lowest number.
If your ship doesn’t have any shields left, things get a bit trickier. In this case, you’ll need to draw a card from the damage deck. Make sure to place it facedown near your ship card so that it’s hidden from your opponent.
When a ship accumulates damage cards equal to its hull value, it gets destroyed. So, if the ship’s hull value is 5 and it receives 5 damage cards, it’s game over. You have to remove the ship from the play area, including all the tokens and other pieces that go along with it.
Devastating Consequences
When I’m attacked, the person attacking me can do something pretty powerful before they even calculate how much damage they’ve done. They can choose to have their attack cause a critical effect. Critical effects can be really bad for me. If the attacker rolls at least one critical () icon, the first damage card I get is dealt faceup.
Faceup damage cards are a big deal. They count as damage against my ship’s hull, and they also have an effect written on them that I have to deal with. They stay faceup until something happens to flip them facedown or get rid of them.
Squadron Defense
If someone is attacking a squadron instead of a ship, the rules are a little bit different. Here’s what you need to know:
Squadrons don’t have hull zones, so the attacker doesn’t have to pick a zone to attack.
When you attack a squadron, you use the Anti-Squadron part of your card to figure out how many attack dice you get. The number is the same no matter which zone you’re attacking from.
Squadron Damage
Hey there! Let’s talk about squadron damage and what it means for you. You might be wondering, what on earth is squadron damage? Well, I’m here to break it down for you.
Squadron damage refers to the harm caused by a squadron – a group of people or objects working together towards a common goal. Just like how a team can achieve great things, a squadron can too. But sometimes, this power can be a double-edged sword.
When a squadron is working together effectively, their combined efforts can elevate their performance to new heights. They can achieve goals faster, overcome obstacles, and make a bigger impact. It’s like a burst of energy that propels them forward.
However, this power can also have its drawbacks. When a squadron isn’t coordinated or lacks a clear goal, the damage they can cause may be more negative than positive. Their actions might become a hindrance instead of a help, slowing down progress or even creating setbacks.
So, what should we take into account when it comes to squadron damage? Well, choosing the right members for your squadron is crucial. You need a team that complements each other’s strengths and weaknesses, and shares a common vision. In other words, you want a group of people who can work well together and support each other.
Understanding the dynamics of your squadron is important too. Each member brings their unique skills and talents to the table, and it’s essential to recognize and value everyone’s contributions. By doing so, you can harness the full potential of your squadron and minimize any negative effects.
And if you like working in a team, then you’ll love the concept of squadron damage. When a squadron is firing on all cylinders, it’s a force to be reckoned with. Together, you can achieve great things and make a real impact.
So, remember, squadron damage can be both a powerful asset and a potential challenge. It all depends on how well your squadron is functioning. By choosing the right teammates and understanding the dynamics of your group, you can harness the power of squadron damage in a positive and effective way.
By following these principles, you can maximize the potential of your squadron and accomplish great things together. So, gather your squadron, aim high, and let’s make some damage – the good kind, of course!
So, here’s the deal. When one of my squadrons takes damage, I have to subtract the damage amount from its remaining hull points. Simple enough, right? Then, I rotate the squadron’s disk to show the new hull points. It’s like a little visual reminder of how beat up my squadron is.
But here’s the catch. If a squadron’s hull points ever hit zero or less, it’s toast. I mean, totally destroyed. I have to say goodbye to the model, as well as any tokens or other stuff associated with it. Sad, but that’s the way the game goes, I guess.
Now, squadrons only take damage from hit icons, not critical ones. I guess they’re skilled enough to brush off those critical hits like it ain’t no big thing. Kind of impressive, really.
Now, let’s talk about attacking squadrons with a ship. Get ready, because it gets even more exciting.
When my ship attacks a squadron, it gets to make one attack against each squadron that’s both in its firing arc and at attack range. Cool, right? But wait, here’s the kicker. Each attack is resolved separately. So, it’s like a whole volley of attacks, one after the other. Makes for some intense action, let me tell you.
Attack Example
I want to talk to you about a really important topic – attacks. Attacks are something that we all deal with in our lives. They can happen to anyone at any time. I think it’s important for us to understand what they are and how they can impact our lives.
An attack is an aggressive action taken against someone or something. It can be physical, like hitting or punching someone, or it can be verbal, like shouting or insulting someone. Attacks can also happen online, through things like cyberbullying or hacking.
Attacks can be really scary and can leave you feeling hurt, scared, or even angry. When someone attacks you, it can make you feel like there’s something wrong with you or like you’ve done something to deserve it. But it’s important to remember that attacks are never your fault. No one deserves to be attacked, no matter what.
If you’re being attacked, it’s important to try to stay calm and remove yourself from the situation if you can. Find a trusted adult or authority figure to talk to and let them know what’s happening. They can help you figure out the best course of action and offer support.
If you witness someone else being attacked, it’s important to step in and help if you can. You can try to distract the attacker or find help. It’s also important to support the person who was attacked by offering them comfort and reassurance.
In conclusion, attacks are a serious issue that can have a big impact on our lives. It’s important to understand what they are and how to respond to them. Remember, attacks are never your fault and it’s important to reach out for support if you need it.
While playing a strategic game, I, the Rebel player, take control of the CR90 Corvette A. It’s time for me to make a move, so I reveal my chosen command. In this case, my decision is to attack the formidable Victory II-class Star Destroyer. This will be quite the challenge!
I’m going to tell you about an exciting part of the game. I’m the Rebel player, and I’ve got a CR90 ship. I decide to attack the Victory II-class ship. I want to attack from the front of my ship and hit the rear of the enemy’s ship.
First, I measure the distance between our ships to make sure I’m in range. I want to attack at medium range, so I need to check if the enemy ship’s rear is within the firing arc of my front hull. Luckily, it is!
Now, I can take my shot. I aim at the enemy ship’s weak spot, the rear hull zone. I hope my attack will do some serious damage!
The CR90 ship is equipped with two red dice and one blue die in its front hull zone. When the Rebel player attacks, they will use all three dice because the attack is conducted at medium range.
So, here’s the deal: I’m the Rebel player in this game, and it’s my turn to roll the dice. I roll the dice and, guess what, I get a 4 #image.jpg and a 1 #image.jpg. Now, here’s where it gets interesting. I decide to use my command to roll an extra blue die. And, would you believe it, I get 1 #image.jpg from that roll too. Talk about a lucky break!
So, here’s the situation: I’m the Rebel player, and I’ve got this cool G icon that I can use. And then there’s the Imperial player with his brace defense token. We’re all about to see some serious action!
The Victory II-class ship is ready to unleash some damage, but I’m not going down without a fight. I decide to use my G icon to stop it from using its redirect token. No redirecting for you!
Now it’s the Imperial player’s turn to make a decision. He’s got that brace defense token, and he’s gotta decide if he wants to use it. Turns out, he’s feeling brave (get it?) and only uses the brace token. No redirects, no other fancy stuff.
So, let’s do the math. The total damage is 5, with those fancy icons and stuff. But thanks to my G icon and the Imperial player’s brace token, that damage gets reduced. It’s like magic, but with spaceships. The damage goes down to 3, because that’s half of 5, rounded up.
And that’s how it’s done, folks. We’re ready for the next round of intense space battles!
Oh boy, here we go again! The Victory II-class ship is about to take a hit! It’s getting its rear shields knocked down to zero with the first point of damage. Ouch!
When I’m piloting a Victory II-class starship, sometimes it takes a beating. If my ship’s hull gets damaged, there are some things I need to do to deal with it.
First, I draw a faceup damage card from my deck when the hull takes its first point of damage. I have to do that because the Rebels managed to roll a symbol on their attack. Once I have the card, I resolve its effect right away. It’s like facing the consequences head-on.
Then, when my hull takes a second point of damage, I draw a facedown damage card. I put both cards next to my ship card, so I can keep track of the damage. It’s important to keep an eye on how much punishment my ship can take.
Talking about Overlapping
Now, let’s talk about what happens when squadrons get in the way. You can’t just place them on top of other ships or squadrons, it doesn’t work like that. There are rules for that kind of situation, depending on the type of plastic model involved.
Dealing with Overlapping Squadrons
If my ship’s final position overlaps one or more squadrons, that’s not the end of the world. I can still complete my movement as planned. But I need to make sure the squadrons I overlapped get out of the way. It’s like clearing a path for my ship.
So here’s the thing: when I’m not moving my spaceship during a game, any squadrons that happen to be overlapping with my ship are placed beside it. Oh, and it doesn’t matter who owns those squadrons, by the way. The important part is that the bases of the squadrons touch the base of my ship. Seems straightforward enough, right?
But hold on, there’s more…
If my ship’s final position would actually overlap with another ship, I can’t just finish my movement as planned. Nope, I have to make some adjustments. My ship’s speed is temporarily reduced by one, and I attempt to move it at this lower speed. I keep doing this until I can complete a movement or until my speed drops down to zero. If that happens, well, I just stay where I am.
Oh, and there’s a little consequence for both me and the ship I overlapped with. We both get a facedown damage card after I finish my move. Not exactly the perfect outcome, but sometimes I’ve got to take the lumps, you know?
Now, what about those pesky squadrons?
When I’m playing as the Rebel, and my CR90 ship needs to move at a speed of 2, it can get a little tricky if there are TIE fighter and X-wing squadrons right where it needs to go.
But don’t worry, because as the Imperial, I can remove those squadrons to make room for the CR90.
Once the squadrons are out of the way, I can then place them wherever I want, as long as they are touching the CR90.
Dealing with Overlapping Ships
1. So, I’m the Rebel player, and I have my CR90 Corvette A trying to pull off a 2-speed maneuver. Seems simple enough, right? Well, not quite. Turns out there’s a pesky Victory II-class ship right where I want to go. Bummer. I can’t just crash into it, so I’ll have to slow down temporarily. Gotta reduce my speed by 1, just for now.
2. Okay, setback aside, I go ahead and complete a 1-speed movement with my CR90. Making progress!
3. But wait, there’s more! Both my CR90 and that annoying Victory II-class ship each get a facedown damage card. A little extra punishment for both of us, I guess.
Now, let’s talk about size class.
Size class determines the category a ship falls into, and we have a few options here:
– CR90 Corvette: Small
– Nebulon-B: Small
– Victory-class Star Destroyer: Medium
But what’s the big deal about size class, you ask? Well, it doesn’t have any direct impact on gameplay, but it does come into play with certain card effects. So keep it in mind!
Oh, and don’t forget that there might be expansion packs with even bigger ships in the future. Stay tuned!
Speaking of keywords, let’s talk about one called “Squadron”.