I've had a little more time to stew on the idea, and review some of the admirals I developed last night with Danielle this morning. I'll eventually combine the lists, and start nerfing/buffing as necessary (Explorer Admiral for example is probably going to get a big nerf), in the interim we came up with a few more ideas I'm going to add to the list.
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.
Inner Rim Admiral - Once per battle, when fighting in tier I 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.
Barbarian-Quelling Generallisimo - Once per battle when you are fighting ancients, you may tap this admiral to cancel the effect of one ancient die.
Fearless Admiral - Ships under this admiral's command get +1 on all rolls versus anomalies.
Ackbar - Once per battle, you choose a ship by marking it with your admiral token and tap your admiral. That ship may immediately fire all of its guns again.
Nagumo - Once per battle, you may choose a ship by marking it with your admiral token. Before anything else fires (including missiles), this ship may fire all of its guns.
Neo - When missiles are fired at a ship under this admiral's command, you may tap this admiral to remove 2 dice of your choice from the missile dice pool after your opponent rolls.
Weapons Failure Admiral - Once during a battle, you may select a player ship by marking it with the admiral token and tapping your admiral. That ship may not fire its guns on the current round. This effect does not work versus missile weaponry.
Weak Point Admiral - At the outset of battle, you may tap this admiral, select one class of enemy ship, and remove a hull or shield upgrade from it for the duration of the round. Hits are resolved on this ship as if the part was not there, and the empty slot is treated as a blank spot for the round. The part returns to the ship at the start of the next round.
Bureacratic Admiral - Once per game, you may discard this admiral to return two influence discs from your order track to your home row.
Motivating Admiral - Once per game, you may discard this admiral to immediately move a population from any of your population rows to any advanced square in a sector you control, even if you do not have the requisite technology.
Shipyard Admiral - The first ship built in this admiral's hex each turn may be constructed at a -1 materials discount.
Evasive Admiral - Once during a battle, tap this admiral to remove one die of your choice from an opponent's attack pool before they have rolled.
Techie Admiral - Once during the game, you may discard this admiral to gain one rare tech upgrade of your choice from the upgrade pool.
Militia Admiral - If there is an orbital in a hex this admiral is defending, it becomes an untargetable gun platform with 0 initiative that rolls 2 orange dice each turn. In the event all other friendly ships in the hex are destroyed, this effect ceases.
FULL POWER Admiral - Select one ship at the outset of battle by marking it with your admiral's token. Tap the admiral to use their effect. For that round, this ship does not use its computers to modify its rolls and instead utilizes its surplus power, 1 power = +1 to rolls, 2 power = +2 to rolls and so on.
Brace Admiral - Once during a battle, tap this admiral to half the damage of one enemy die, rounding down.
Lone Wolf Admiral - When this admiral has only one ship under his command, it gains a +1 to all rolls.
Archaeologist Admiral - When fighting in an artifact sector, you may tap this admiral once per battle to reroll up to two of your dice.
Wormhole Generating Admiral - Once per turn, you may tap this admiral to temporarily give one ship under his command the wormhole generator ability for the duration of the round. The admiral must remain aboard the ship for it's move.
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