Sunday, September 2, 2018

Eclipse: Fleet Admirals, A Homebrew Expansion

The galaxy is troubled. Tension and discord grow as the old alliances are shattered and new blocs rise to prominence. War seems increasingly likely, and the superpowers rush to expand their fleets. The great shipyards of the galaxy work continually churning out hordes of swift interceptors, deadly cruisers, and stalwart battleships. But who will command these new fleets? The drums of war are an opportunity for promising cadets and mercenary leaders alike as the great civilizations of the galaxy clamor for their expertise. Admiral! The fleet awaits your command!

Eclipse: Fleet Admirals

Eclipse Fleet admirals is a third party expansion compatible with Eclipse: A New Dawn for the Galaxy and its two expansions. Instead of nameless masses clashing in the depths of space, players will now have the opportunity to draft admirals who will dramatically impact the character of and tactics employed by their navies. Will you select an admiral who will lead your frontier forces to success? Or will you seek out the services of one who improves the efficiency of your shipyards? Many new paths to victory will open as you attach admirals to your fleets.




Contents

14 Fleet Admiral Cards
14 Admiral Pawns

Setup

At the outset of the game, near the general supply, uncover a number of admirals equal to the current number of players. Each turn, including the first, reveal an additional admiral from the supply after placing the new techs. The revealed admirals constitute the market.

Rules

At the beginning of each player turn, before taking a normal action, a player may purchase the services of one of the admirals from the market by paying the cost shown on the upper right hand corner of the card. Upon purchase, the player places the admiral's card near their play area, and places their pawn on the board. A pawn is eligible to go in a sector that has your influence and a ship in it. Admirals cannot be played into sectors that are currently contested. 

An admiral pawn must always be in a sector with one of your ships. An admiral must always have a ship in their sector to command from.

Admirals do not have any special move rules associated with them, and are instead considered to be "loaded" aboard one of the ships in the sector, and may move with any of them when a move action is executed.

Ships in the same sector as an admiral are considered under their "command," these will be the ships eligible for the admiral's effects.

Two admirals may never occupy the same sector. You may pass through a sector containing another admiral with an admiral, but you may not terminate your movement there. In the event two or more admirals do end in the same sector, a player must choose all but one and return them to the box.

Admirals with a "discard" effect return to the box after their use and do not reappear in the market.

During a battle, admirals are always considered on the last ship "alive." I.E. - There is no point in targeting a specific ship to kill an admiral early, they will always be on the last ship alive in a hex. If there are no ships left of a player's faction in the aftermath of a battle on a sector containing an admiral, that admiral has died and their card and pawn are returned to the box.

Admirals may not retreat, and in the event their fleet retreats and they are left alone in a sector where the battle took place without any ships, they are considered dead and must be returned to the box.

Regarding the key word "tapping." When it pertains to an admiral card, is indicated by flipping the card on its side.

In the event two admirals are in the same battle on opposing sides, and their abilities conflict, the attacker always resolves their effect first.

Good luck commander!


Included Fleet Admirals

Generic Admiral - Once per round of combat, you may tap this admiral to reroll one of your dice. The admiral untaps at the conclusion of each round. This ability cannot be used during a missile round.

2 Money, 3 Resources

Frontier Admiral - Once per battle, when fighting in a tier III hex, you may tap this admiral to change one of your dice to a six.

2 Money, 2 Resources

Broadside Admiral ("Ackbar") - Choose a ship by marking it with your admiral's pawn. Once per battle, after that ship has fired, you may tap your admiral that ship may immediately fire all of its guns again. This ability cannot be used during a missile round.

1 Money, 3 Resources

"Sato" - Once per battle, you may tap this admiral to replace one of your dice with a die of any other color. You must replace the die before rolling. This ability cannot be used during a missile round.

1 Money, 1 Material, 1 Science, 1 Resource

Fearless Admiral - Ships under this admiral's command get +1 to all dice rolls versus anomalies.

1 Money, 2 Resources

Bureaucratic Admiral - Once per game, you may discard this admiral to return two influence discs from your order track to your home row.

4 Resources

Archaeologist Admiral - When fighting in an artifact sector, you may tap this admiral once per battle to reroll up to two of your dice. You must use both rerolls at the same time.

2 Science, 2 Resources

Shipyard Admiral - The first ship built in this admiral's hex each turn may be constructed at a -1 materials discount.

1 Money, 1 Material, 1 Resource

Initiative Admiral - At the outset of  a battle, choose a ship class that is under this admiral's command by marking it with your admiral's pawn. All ships of that class receive +1 initiative for the duration of that battle. 

3 Money

Inner Rim Admiral - Once per battle, when fighting in tier I sector or the galactic core, you may tap this admiral to add one die of a color already in your attack pool to one ship's attack. This ability cannot be used during the missile round.

1 Money, 2 Materials

Emergency FTL Admiral - Once per game, you may tap and discard this admiral. A ship under their command that would have been otherwise destroyed instead escapes to your home sector. In the event you do not control your home sector, you may choose any sector where you have an influence disc as long as it is not currently occupied by enemy ships. If no such hex exists, you cannot use this admiral's ability. 

3 Money, 1 Resource.

Techie Admiral -  Once during the game, you may discard this admiral to gain one rare tech upgrade of your choice from the upgrade pool.

1 Money, 2 Science

Tank Admiral - Mark a ship at the outset of battle with your admiral's pawn. That ship ignores the first damage targeted against it each round of battle. 

2 Materials, 1 Resource 

Gale-Speed Admiral -  Once per turn, when you execute a movement order, you may tap this admiral. Up to 2 ships in this admiral's fleet may add one to their move range for one move activation.

1 Money, 1 Material, 2 Resource

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