So awhile ago I shared something I was working on called commanders and flagships, it has been something I have been working on as a rules supplement for Rebellion in the Rim campaigns. It came about as I played a RitR campaign during the pandemic and thought it would be nice to have more options and a bit more verity, and without a whole lot else to do during a pandemic I set out to do just that, and I have finished my rough draft and am starting to convert it into a final draft form, so I think it's time to talk about what exactly Commanders and Flagships is and what you can find inside of it. In addition please note that any Images shared of the content in Commanders and Flagships is in a rough draft form and I hope to make the final draft a bit nicer looking.
I really enjoyed my experience with the Rebellion in the Rim campaign I played in, with close friends and family I have been trying to get into the game, however I found myself and some of the players I was trying to recruit who have more of a tabletop RPG background wanting a little more. With a little bit of experience making "homebrew" RPG rules I thought it would be fun to try my hat at Armada and that is what Commanders and Flagships is, a fan made supplement for Rebellion in the Rim.
Commanders and Flagships adds 6 brand new commander categories for more diverse commander build options these categories include: Commandant, Force Sensitive,Diplomat, Guerrilla, Siege Master, and Strategist. It also has a revised Logistics tree that adds a tier 3 ability for that category.
In addition to these new commander categories there are new optional rules for your rebellion in the Rim campaign including the new Flagship rule. The Flagship rule requires that your flagship during fleet building be equipped a title to help add flavor to your fleet, this does not count toward the one upgrade per ship limit when initially building a fleet. In conjunction with this each ship will get 3 additional title options to be used in RitR campaigns that utilize Commanders and Flagships. Will you command the Shadow an Imperial Raider class Corvette equipped with a highly experimental clocking device, giving it the ability to engage the clocking device by draining one shield and preventing accuracy icons from being spent, or will you command the Aura a Rebel Assault Frigate that makes ship attacks against other friendly ships at distance 1-3 of it are obstructed?
In addition to the requiring titles on flagships each flagship gains a flagship ability. Flagship abilities are divided into 3 tiers and each ability is assigned to a commander ability category. So if at the start of a campaign you take a tier I commander ability from the navigation tree your flagship gains the tier one navigation ability. If latter in the campaign you take a tier 2 ability from the navigation tree your flagship can now have the tier two effect, or if you take a tier 1 ability in gunnery your flagship can now have the Tier I gunnery flagship ability in place of the navigation ability, each flagship may only have one flagship ability.
Flagship abilities are aura effects that buff friendly ships or in some cases debuff enemy ships. They are designed as a way to focus the battles around the command ships by incentivizing ships to stay near the flagship for bonuses or to bring the flagship to the forefront to hinder enemy ships.
These are the main rules that bring more verity and diversity to your campaigns of Rebellion in the Rim. However there are a few more optional rules included, such as : Ignoring the Unique rule for fleet commands when initially building a fleet, Whenever a ship gains a additional upgrade icon from a commander ability it may immediately equip and upgrade of that type, a 85 point squadron cap for campaigns that start at 200 points, The ability to assigning unspent skilled spacer tokens to players in the battle phase and players may now spend skilled spacer tokens to ready veteran tokens at the start of the ship phase on a 1 to 1 basis, and the addition of optional Blockade tokens that function similarly to diplomat tokens.
At this point everything for commanders and flagships is ready for a final draft really just putting all the rules and other goodies in a more presentable package, with maybe a few changes here and there. I am by no means a graphic designer nor a professional game designer just a guy who is very passionate about Armada, so I hope that when Commander and Flagships is finally ready it will be something that the community will enjoy. I don't expect it to be 100% perfectly balanced, on release but if it is something that the community really enjoys I would be more than happy to help refine and revise with any constructive criticisms.
Now with all that out of the way Commanders and Flagships will likely not be compiled in its final form until we know the changes to the rules that come with clone wars as I want to make sure everything as written is clear and in line with current game rules. If you have not gotten a chance to play Rebellion in the Rim I would highly encourage you to as its a very fun experience. I hope that this supplement is something that at least a few members of the community will find some value in and enjoy once fully compiled, but until next time have a great week!
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