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If at any point a Fleet decides to "jump to lightspeed" i.e. concede DURING a game, that player loses the game regardless of current Victory Points / Fleet Points.
Scenarios
Maximum Fleet Points: 200 + (1d6x50) (250-500 Fleet Points)
Battle Line
Complete Setup as in the main Armada book.
Fleet Assault
Complete Setup as in the main Armada book, except that players deploy in corners, up to half the table edge in each direction.
Patrol
Players may only deploy one ship on the board at the beginning of the game, and 1 to 3 fighter squadrons. Players deploy in corners, up to half the table edge in each direction. At the end of every turn, players may place a new ship from their fleet touching one of their board edge sections and up to three fighter squadrons at Range 1 from that ship. The ship will act normally from then on.
Escort
The Second Player designates one ship as their VIP. If that ship exits the board on the opponent's board edge, the Second Player gets the cost of that ship added to his score at the end of the game.
Deathstroke
Complete Setup as in the main Armada book except there is no turn limit.
With the exception of the Fleet Points bonus, these are retained and can be spent at the beginning of any game, before setup is started. One of each bonus can be spent on a single game, giving you all available bonuses in one game.
Momentum
Your maximum allowable Fleet Points increase by 20% for the next game.
Hyperspace Assault
Deploy all your ships after your opponent has placed his entire force. If both players declare Hyperspace Assault, they are both spent and there is no effect.
Fleet Command
Once this game, at the beginning of any turn, you can use your Fleet Command to assign any Command Token to all your ships. All ships receive the same Command.
Fleet Points
This bonus is not retained to be spent, but takes effect immediately. Gain 1d6 x 100 Fleet Points.
Fighter Deployment
Once this game, you may activate all your fighter squadrons without having to use a Squadron Command.
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