Monday, August 25, 2025

The Upgrade Files: Case 12 – Titles (Empire)

 

If upgrades are the spice of Armada, then titles are the seasoning. They give ships character, turn weak hulls into workhorses, and sometimes patch over glaring flaws in the chassis. For the Empire especially, titles are a defining part of listbuilding: a Gladiator without Demolisher? A Victory without Harrow? An SSD without Ravager? Not likely.

The catch is that Imperial titles are all over the place. Some are so strong that they’re basically stapled to the hull, others are clever fixes that reveal just how bad the base design really is, and others… well, they’re trash compactor tier.

Let’s head into the depths of the Second Death Star!


Arquitens

Centicore


Centicore is potentially very powerful, and has actually been used to great effect at the highest levels of competitive play. But it’s a niche card for a niche ship. It works best in lists that want to push non-Rogue Imperial squadrons in small packets, giving you what is effectively unlimited Relay. That’s where the design becomes a little problematic: unlimited Relay encourages disengagement and standoff play, which is against the spirit of Armada’s “line up and clash” design.

That said, the Arquitens is already awkward to fit, so Centicore isn’t breaking anything. If I were to “proof” the design, I’d add a restriction like “at distance 1–5” — just to prevent extreme abuse — but it’s not strictly necessary. 

Verdict: As it stands, it’s a clever, high-skill, forever niche tool.

Hand of Justice


The timing (spend a token when a nearby ship defends) forces you to plan ahead, but it’s only 2 points now, and the Arquitens itself is cheaper than it used to be. That combination makes HoJ a solid pickup. 

Verdict: The Arq remains clunky as a chassis, but if you’re flying one anyway, this title is well worth taking.


All Star Destroyers

7th Fleet Star Destroyer


Damage mitigation in Armada always needs careful handling. But 7th Fleet avoids being oppressive simply because you can’t spam Star Destroyers in 400 point fleets. To get real value you need at least three hulls, which means 15 points in titles and no other titles allowed. That’s a fair tradeoff.

My only gripe is that it feels more “Rebel” than “Imperial.” The Empire should be pushing offense, not shaving damage. 

Verdict: Fine where it is.


Gladiator Star Destroyer

Demolisher


Ah, Demo. The title that defined Armada from wave 1 and still lingers as one of the most famous upgrades in the game. Back then it was oppressive — shoot after moving was essentially cheating within Armada’s core ruleset. Today, after layers of nerfs and wider systemic changes, Demo is actually balanced.

The oddity is that without Demo, the Gladiator is pretty bad; with Demo, it’s damn good. That means you bring a Gladiator 95% of the time for this title. The only exceptions are weird niche builds, like Projection Experts + 7th Fleet combos. So while Demo itself is no longer a problem, the ship/title dependency isn’t ideal design.

Verdict: Title is fine, hull is not.

Insidious


Nope. Just no. For 3 points you get the ability to shoot black dice at medium range — but only into rear arcs. That’s way too narrow. Even at 2 points it wouldn’t see play, because if you’re running a Glad, you’re running Demo. 

Verdict: Insidious is just dead weight.


Gozanti

Suppressor


At 4 points this is expensive for a flotilla title, but it’s still a beast. Pressuring tokens is always powerful, and Suppressor does it cleanly. Sloane fleets love it, but it’s valuable in almost any Imperial list. The downside is cost: 23 for the Goz, 4 for this, plus upgrades, and suddenly your “cheap activation” is less cheap. 

Verdict: Well worth it.

Vector


More niche, but decent. At 2 points it helps squadrons do what squadrons want: go fast. The problem is that Suppressor exists, and the comparison makes Vector look weak. Still, if you’re leaning on speed-based squadron play, it does the job.

Verdict: Fine but it would not be wrong if it was 1 point, same as Quantum Storm.


Imperial Star Destroyer

Avenger


Once the terror of the meta, Avenger was nerfed into the ground because of the Sloane + Boarding Troopers combo. The nerf killed the card entirely, while leaving its cost unchanged. That’s the worst of both worlds.

I’d like to see it reworked. Something to the effect of: “If the defender spends an exhausted token, it can only spend that one token.” That preserves the spirit of Avenger, keeps it strong, but prevents the old abuse case. At 5 points it would then be worth taking again. 

Verdict: Rework or trash compactor.

Chimaera


The default ISD title because it opens a Fleet Command slot. Very powerful, very thematic, and fairly balanced because you also have to buy the Fleet Command. This is a well-designed title, and not exactly an auto-include.

Verdict: Borderline slot-defining, but with sufficient exceptions to say: OK, fine.

Devastator


Potentially devastating, but the cost is steep: both in points (10!) and in defense tokens. Yes, it can wreck things, but it’s high-risk/high-reward and rarely worth it. 

Verdict: Drop it to 7-8 and it becomes viable.

Relentless


At 3 points this feels overpriced, especially when compared to Sovereign at 4 or Chimaera at 4. 

Verdict: Should be 2.

Sovereign


A great card at 4 points. The ability to move tokens around is incredibly useful. Ahsoka wishes she was this good. 

Verdict: Leave as is.


Interdictor

Interdictor


Appropriately named, appropriately costed, and appropriately useful. A great title that supports the Interdictor’s gimmick without being oppressive. 

Verdict: Perfect as is.


Onager Star Destroyer

Cataclysm


Fine at 5 points… sort of. The problem isn’t Cataclysm itself, it’s Cataclysm + Red Beam (+ Ozzel + Grav tech). That combo has flirted with NPE status more than once. Most players know how to play around it now, but it’s still too strong a package. 

Verdict: If Red Beam goes up in cost (as it should), Cataclysm should follow — maybe 6–8 points depending on the final math.

Rakehell


One of the most fun and thematic titles in the game. Turning at speed 0 is chef’s kiss. Great for skilled play, doesn’t break the game. 

Verdict: Leave as is.

Sunder


10 points is steep, but deleting Thermals or ECM from extreme range is absolutely worth it. 

Verdict: Balanced as is.


Quasar

Pursuant


Cheap insurance for 2 points. It smooths out command issues and makes the Quasar less brittle. 

Verdict: Great design.

Squall


Still one of the strongest squadron titles in the game. It allows game-warping plays. At 7 points it’s at least more fairly priced than the old 3-point absurdity.

Verdict: It's fine.

Stronghold


Still very niche. At 3 points it’s not terrible, but most players will take Pursuant instead. If Quasars could be made slightly more tanky, then maybe Stronghold could be thing. At least it’s an option now, which is more than could be said before.

Verdict: Niche, but fine.


Raider

Corvus


I dislike this one. Deployment tricks are fine, but lifeboating commanders is not. The fix is simple: add “cannot be a flagship.” Otherwise, 2 points is cheap and it remains useful without being abusive.

Verdict: Make non-flagship only.

Impetuous


Cool effect, but Raiders are already too expensive, and this adds 4 more points. On a Raider-II it’s just not worth it. 

Verdict: Drop it to 3 and it might see play.

Instigator


Locks down enemy squadrons, which is great. At 4 points it’s fair… if the Raider itself ever comes down a little in cost.

Verdict: Fine as is, but bring down Raiders a few points.


Super Star Destroyer

Ravager



Let’s start here, because it’s the yardstick for all other SSD titles. Ravager is fantastic: spend a CF token, add a die. Simple, effective, and well-priced at 4. If you take one title on an SSD, it’s this.

Verdict: Leave as is.

Annihilator


Rerolls on every squadron attack is strong, but it pushes you into a flak build with Gunnery Teams. Not bad, just niche. In theory it could be cheaper for standard 400, but in Sector Fleet it’s balanced.

Verdict: Leave as is.

Eclipse


An SSD title that makes ramming slightly more painful for the enemy? That’s it? It doesn’t even trigger on your own rams. Lame. Even at 0 points it would be trash. 

Verdict: Needs a total redesign.

Executor


Not bad, just niche. Works best in builds that want to bank multiple tokens for multiple Fleet Commands. Better in Sector Fleet than 400. 

Verdict: Honestly, this title should probably be free.


Victory Star Destroyer

Harrow



The Ravager/Demolisher of the Vic. Fixes the yaw chart, adds a Support slot (hello Engine Techs), and costs only 3. That’s both brilliant design and an admission that the base Vic is broken. In practice, it means 95% of VSDs you’ll ever see are Harrow. 

Verdict:  The real fix would be to improve the base nav chart so Harrow is strong without being mandatory.

Corrupter


+1 speed for TIE Bombers. The problem: what bombers? Where? Not competitive. Firesprays could work, but then why are you commanding them with a Vic? The new 3-point cost helps, but Harrow overshadows it completely.

Verdict: Borderline trash tier; the Vic simply isn't good enough to take one to push bombers.

Dominator


Unique and powerful effect, but limited to close-medium range and saddled with the Vic chassis. At 7 points it’s fair, but why bother when Harrow exists?

Verdict: Harmed by the existence of Harrow. Fine in isolation.

Warlord


Unlimited use means it has to be costly, but the effect leans toward flak spam rather than interesting ship-to-ship play. If it were ship-only or exhaust, it could be cheaper and more viable. 

Verdict: As it is, not exactly binder fodder, but only seen in ultra niche builds. I'd like to see a rework.


Final Verdict – Empire Titles

Imperial titles are a study in extremes. Some are classics that still define fleets (Demolisher, Ravager, Cataclysm). Some are clever fixes that highlight underlying problems with the chassis (Harrow and Demolisher again). And some are so bad they should be erased or reworked (Eclipse, Avenger).

The overall design lesson is clear: FFG often used titles to patch ships instead of fixing the ships themselves. That created a handful of auto-includes and a whole pile of binder dust. With some targeted reworks the Empire’s title suite could be one of the richest in the game. Oh, and I hope Legacy will make a title for the Imperial Venator!

Next Up: Rebel titles.

Sunday, August 24, 2025

The Upgrade Files: Case 11 – Turbolaser

 

Turbolasers: the kings and queens of long-range pew-pew. The most iconic slot in Armada, and one of the most hotly contested. There are a lot of options here, but no single must-have like ExRacks in Ordnance or HIE in Ion. That makes it both one of the healthiest categories and one of the hardest to balance. So which turbolasers are worth your points, and which are just binder filler? Let’s find out.


DBY-827 Heavy Turbolaser

Excellent if you’re leaning into Salvo builds. Increases in value if you have two Salvos and Flak Guns. While some argue it’s undercosted, you really have to build around it to get full value. Still, I would not be opposed to making it 4 points.

Verdict: Leave as is or increase to 4.


Dual Turbolaser Turrets

The 1-point drop was too timid. At 4 points and a mod slot (how insane is LTT NOT being a mod by comparison?), they’re still not competing.

Verdict: Make them 3 points, and suddenly they’re the go-to for cheap rerolls.


Enhanced Armament

Still overpriced. Dropping it to 9 would make it more viable — though combos like Ackbar + Concentrate Fire + C&S complicate matters. But really, C&S should just cost more, which would free this up to be reasonably priced.

Verdict: Leave as is or decrease to 9.


H9 Turbolasers

Iconic, powerful, and fair at 8 points + modification. No complaints.

Verdict: Leave as is.


Heavy Fire Zone


Too niche to ever see widespread use (which is probably for the better since combining this with LTT can become problematic). Also, the Turbolaser slot is contested.

Verdict: Leave as is, bin it, I don't care.


Heavy Turbolaser Turrets

Used to be pretty awful. The cost drop makes them much more affordable.

The Brace + Evade (quite a few additional ships have this combo now) and Brace + Salvo (very useful if you're up against Salvo) interactions make them somewhat viable now. Useless against Thermal Shields, though, and does nothing if the defender has no brace.

Still not my favorite, but it has a role now, and the cost more accurately reflects the card's utility.

Verdict: Leave as is.


Linked Turbolaser Towers

Even post-rework, this card remains a design mistake. Unlimited rerolls, extra flak, no mod slot (laughable), cheap. 

The Bombard keyword kind of helps, but just leaves ships like Chargers and Hardcells in the dirt. I would go so far as to say that taking this card away from those two ships is a big mistake. Reductions of 3 and 2 points, respectively, cannot compensate.

And if ever Rebel and Empire ships get keywords... You can't give the ISD-II "bombard," which is just lol. 

LLT should never have existed in this form! After PDIC, this is THE worst card in the game. Yes, that includes Adv Transponder Net, bc that card is just useless, while this one harms the game's design space!

Verdict: I honestly don't know. The latest iteration has removed it from SOME ships, so a step in the right direction, but it's still a problematic card. Burn it?


Quad Battery Turrets

A shining example of balanced design. Situational, has counterplay, but shines when used correctly.

Verdict: Perfect as-is.


Quad Turbolaser Cannons

Thankfully, self-balanced by cost + mod restriction. Still a mistake conceptually: punishes the core mechanics of the game rather than adding depth.

Verdict: Leave as is, I guess. If other turbolaser costs are reduced like I suggest, this would be the most expensive card in the category, further reducing its attractiveness. But really, pretty bad design IMO.


Slaved Turrets

Not worth more than 5 points given the mod slot tax. If worried about Ackbar + C&S, fix C&S, not this.

Verdict: Reduce to 5 points.


Spinal Armament

If Enhanced Armament comes down to 9, this should come down to 8 to keep parity. Otherwise fine.

Verdict: Reduce to 8 if EA to 9.


Turbolaser Reroute Circuits (TRC)

Another problematic card. Yes, it makes CR90As sing — but even nerfed, the swing it offers warps list-building for small ships. It’s one of those upgrades that has defined and limited design space for a decade.

Verdict: Push it to 8, maybe rebalance CR90A down a point. That way, CR90A is 43+3=46 with DTT but still 51 with TRC. TRC is still the better option, but at least you're paying for it.


XI7 Turbolasers

Classic, elegant design. Doesn’t kill Redirect, but forces tough choices. No extra damage, no nonsense, just strong pressure. 6 points is quite cheap for what XI7 brings to the table. Should it be a mod? Maybe an exhaust? Increase cost to 7?

Verdict: Can be left as is, but it would not be wrong to consider a points change or minor adjustment.


XX-9 Turbolasers

Always niche, always “win more.” But at 2 points and ignoring Contain, it’s at least worth considering now. And I actually see it in a decent number of lists, so I think it's actually fine now.

Verdict: Leave as is.


Swivel-Mount Batteries

Limited to GAR/CIS, powerful but balanced by token costs and the mod slot. A case of FFG getting it right first try.

Verdict: Leave as is.


Final Verdict:

Turbolasers are in a better spot than most categories: diverse, thematic, and with no single auto-include. But a few standouts (TRC, Linked Turbos) still warp fleet-building, while cards like Enhanced Armament or Dual Turbos are deserving of point tweaks.

Next Up:

Titles. From the insanely powerful like Demolisher (even post-nerf) and Patriot Fist (6 points, really?), to the laughably tanky like Tranquility (even at 7 points), to the nerfed-to-death like Avenger, to the utterly useless like Eclipse (you seriously took an SSD to run THIS title!???) and Independednce (the worst card in the game?), we'll look at them all.

Saturday, August 23, 2025

Special Modifications, Part 2: Concentrate All Fire

Welcome back to Special Modifications! 

In Part 1, we looked at defense tokens — one of the most important and iconic mechanics in Armada, and the way the game’s entire combat system revolves around denying their effective use. ECM, Intel Officer, XI7s… all part of a long history of token suppression that has shaped Armada since Wave 1.

This time, we’ll continue down the same road: dice modification and defense. Specifically, why Armada’s “unlimited rerolls” are a mixed blessing, and why some defense tokens are vastly stronger (or weaker) than others.


Unlimited Rerolls: A Blessing or a Curse?

The GOAT of card games

One of Armada’s design choices is that dice can be rerolled as many times as you want, as long as you have the effects to do it (as opposed to X-Wing, where a die can only ever be rerolled once).

On the surface, unlimited rerolls sound great. More consistency, more reliable damage, more control over dice. But in practice, they’re not exactly elegant — and sometimes they’re downright excessive. Dice modification is already the single most important part of Armada’s combat math. Layer unlimited rerolls on top of that, and it can start to feel like you’re just cycling the dice until you get what you want.

Anyone remember the old days of stacking Bomber Command Centers? Squadron rerolls upon rerolls upon rerolls. Theoretically balanced by opportunity cost, but in practice, it was just boring and oppressive. No one misses those times.

Personally, I think Armada would be healthier — and more interesting — if each die could only be rerolled once per side:

  • The attacker gets one reroll in the “Resolve Attack Effects” step.

  • The defender gets one reroll in the “Spend Defense Tokens” step.

That’s it. One and done.

This wouldn’t remove rerolls from the game — far from it. It would keep them impactful, but stop the abuse and over-layering that sometimes creep into Armada’s dice system. Now, there are many other dice modifications in Armada, and those would persist, so the change isn't as big as you might think. But there would be some knock-on effects that would have to be accounted for, cards that need rewording or redesign, that sort of thing. But overall, I think it would create a more elegant system with better design space.


The Power (and Weakness) of Defense Tokens

Not all defense tokens are created equal. 

One is overpowered, one feels like filler, the rest sit somewhere in between. This isn’t a strict tier list — aside from Scatter, which sits on the throne uncontested — but rather a look at what each token actually brings to the table, and how they might (or dare I say should) have been designed differently. Please don't take these ramblings at face value: we're deep into "what if" territory here, and any changes to tokens would have to be thoroughly playtested!

Scatter – Canceling all damage is simply too much. It’s the reason Scatter aces have always been disproportionately hard to deal with. 

If Scatter instead canceled up to three dice or reduced total damage by three (a “Kit Fisto” style effect), it would still be incredibly potent but not 100% proof against unlucky spikes. It could even be combined with Brace or the reworked squadron Evade (see below) to provide additional options.

With all of this in place, you’d still have to fear Shara and Ciena, but at least there would be a crack in their "armor." Flotillas would become somewhat more susceptible to long-range fire (but not all that much) and could no longer laugh at massive close-range black dice volleys (a good thing IMO, we don't need flotillas blocking Demo anymore).

Brace – Honestly, Brace is fine. 

It’s powerful, consistent, and always relevant. Cutting damage in half is a cornerstone mechanic, and it feels right where it is, perfectly appropriate for both ships and squadrons.

Evade – On ships, Evade found its equilibrium after Armada 1.5. Keep as is.

But on squadrons? Evade makes no sense at all. A better design would be:

  • Always cancel 1 die, regardless of range.

This would make squadron Evade actually relevant, instead of the limp afterthought it is today, without making it overpowered. It even combines with Brace — and the original Vult Skerris Scatter/Evade combo could have worked!

    If you wanted to make squadron Evade even better:

    • Either: Make them cancel 1 additional die if the attacker is a squadron (the dice pools are much larger). 
    • Or: Let squadron Evade affect an extra die (vs any attack) only if you discard the token (mirroring the vs larger ships effect of ship Evade). I think I like this one the best.

    Redirect – Redirect is useful, preventing the enemy from drilling through shields to get at your hull, but it is clearly weaker than Brace. 

    If Redirect had a weakened Expert Shield Techs effect baked in — move the damage or reduce it by 1 to a minimum of 1 — it would feel like a real choice without completely invalidating chip damage. A little tweak that would have done a lot to bring Redirect into parity.

    Actually, if the old Empire and Rebel ships were reworked to have the same token suites as their CW equivalents (Salvo instead of redundant Redirects), you COULD do the full EST as the alternate effect. It would make Obi-Wan suck a lot less — and Luminara would still be a potential problem. Probably too strong. I prefer the first option. Maybe with 3-point EST?

    Salvo – I have a love-hate relationship with Salvo. 

    It brought fresh new dynamics into the attack/defense dynamic (by making defense attack), but also created some situations where small and/or weakened ships WILL NOT ATTACK because attacking is worse than not attacking. That's... not ideal. Yet Salvo (and Ignition) does bring something to the game, so it's not all bad!

    But let's put the "is Salvo good for the game" question aside and just accept that it's a thing.

    Salvo gave Clone Wars-era ships teeth, but it also left Civil War-era ships looking dated and lame without it. If Salvo had been part of Armada from the start, the entire defensive landscape would have been designed differently. Dropping it in midstream created an imparity that needs to be addressed.

    So my solution for Salvo is not to change the token effect but to rework the old ships, swapping a Rediect for a Salvo where appropriate. And add ship "keywords" while you're at it. You hear that, ARC?

    Contain – The odd one out. It technically works, and it can be useful, but it’s not up there with the rest of them. It’s always the one you swap out when upgrades let you. Damage Control Officer got dropped to a mere 3 points, but it still struggles to justify an officer slot.

    Back in the Fantasy League of 2022, we tried beefing it up by making it work like EST Redirect — reduce incoming damage by 1. That turned out to be too strong in conjunction with other defense tokens and upgrades. 

    A better idea might be this:

    • Alternate use: reroll a die with a crit icon.

    This way, Contain has some utility even before shields are breached, while still keeping its original purpose intact. It’s not flashy, but at least it would feel worth spending. And if combined with the "one reroll" rule, it can't be layered with Evade, PDIC, etc.

    If you wanted to beef it up some more, consider an Evade-style discard effect:

    • If defending against a smaller ship, discard to cancel that die.

    It's an interesting concept. Even though I'm not a big fan of making big ships better at fortressing, I think a one-use Brunson could be agreeable.  


    The ARC perspective

    All of this is mere speculation and theorycrafting, of course. But if there was ONE thing I would love to see make it into the game, it's a change to squadron Evades. Sure, Scatter is OP, but it's well ingrained in the game by now, so fine, leave it.

    But squadron Evade? It really could use a bump, and I think my "always cancel a die" makes perfect sense. And it would be the icing on the cake if you could discard the effect and add an additional die.


    Squadrons and the Token Divide

    Ace squadrons get defense tokens. Generics (and non-ace uniques) don’t. That gap is HUGE, and it has defined Armada’s squadron game since day one.

    Now, taking defense tokens away from aces isn’t really an option. If Tycho, Ciena, or Maarek lost their Scatters and Brace, they’d leave the table far too quickly and stop being worth their points. 

    So the obvious solution seems to be the reverse: give all squadrons defense tokens.

    But that way lies madness.

    If every generic squadron suddenly had tokens, the entire ship–squadron interaction would break. Ships would have a much harder time thinning the squadron herd, bombing runs would be far deadlier, and every piece of anti-squad tech in the game would need a redesign. Not only that, but you’d have to give each generic its own individual card and track which tokens belong to which model. Messy, slow, and very un-Armada.

    And the knock-on effects would be even worse: the squadron command system and ship command values are all balanced around the idea that you’re fielding a mass of generics. If those generics suddenly became fewer but a lot tougher, the whole subsystem would collapse. Squadron commands would be much less relevant, and the careful balance between ships and squadrons would unravel.

    So no, you can’t just slap tokens on everything. The split has to remain — unless you’re willing to completely redesign Armada from the ground up.

    Which leaves us with one real path forward: we need to take a long, hard look at the base generics themselves. Make them useful. Make them correctly costed. Ensure that when taken in quantity, they offer real value compared to aces, instead of being disposable filler.

    The Clone Wars factions actually succeed here — to some extent. Most of their generics are more competitive and better balanced than those of the Civil War era. That’s the model to learn from.

    And that’s where we’ll head in Part 3.


    Wrap-Up

    Unlimited rerolls and uneven defense tokens are two sides of the same design coin. They both show how Armada’s core rules are solid, but sometimes aren't finely tuned enough, tilting too far toward “more” instead of “enough.” Rerolls became stackable to the point of excess. Some defense tokens became indispensable while others became jokes.

    Would changing these mechanics fix the game? Not without a massive redesign. But thinking about how they could have worked differently gives us insight into why Armada feels the way it does — and how small design choices ripple outward for years.

    That’s what Special Modifications is all about: pulling at the strings, seeing where they lead, and imagining how the game might have played if those strings had been tied differently.


    Up Next

    In Part 3, we’ll stay with squadrons and ask a simple but important question: what should the “base” generics of each faction have looked like? Their costs, their stats, and their lack of tokens set the stage for everything that followed — and maybe not always in the best way.

    Stay tuned.

    The Upgrade Files: Case 10 – Ion Cannon

    The Ion Cannon slot is a bit like Ordnance: a handful of cards see play, while the rest mostly collect dust. Even with point reductions, the spread of power here is still lopsided. The “boogeymen” are Heavy Ion Emplacements (HIE) and Point Defense Ion Cannons (PDIC), so let’s start with those.


    Heavy Ion Emplacements

    This is good game design. HIE didn’t just add another option — it lifted the whole category out of obscurity by offering a true damage dealer. Thematically strong too: it only hits shields, which feels right for ions and keeps it balanced. Add in Disposable Capacitors for long-range triggers and you’ve got a powerful, but not oppressive, tool. The 9-point cost keeps it from being spammed. 

    Verdict: Perfection.


    Point Defense Ion Cannons

    This card should BURN.

    I don’t care if it makes squadless fleets viable, or if you think the Linked Turbolasers nerf already killed squadless. Armada is a combined-arms game, not space monster trucks (although the Armada monster Truck format IS great fun). Going squadless (which is different from going squad light) should be possible but risky. And guess what, it always was! 

    Unlimited-use defensive upgrades are always dangerous, and PDIC is only on a handful of ships — ships that already layer defenses like pros. It mocks good squadron play, mocks rerolls, mocks close-range black and red dice. It's category-warping (for the ships that can take it), which is never good for any game.

    Verdict: It should be deleted from existence.

    Alternatively: Completely rework it. Put an evade token on the card that can only be spent against a close-range attack. Or put charge tokens on it. Or make it a Defensive Retrofit. But until it can be reworked into something, ban it.


    High-Capacity Ion Turbines

    At the new cost, this is… kinda viable. But really, it should be 5 points. Right now it’s hard to justify over other ion options.

    Verdict: Consider reducing to 5 points.


    Ion Cannon Batteries

    Not an exhaust effect, so it can fire off multiple times in one round. That’s neat. Could probably come down a point to make it more attractive.

    Verdict: Consider reducing to 4 points to make it more competitive vs. Heavy Ions.


    Leading Shots

    Bounced from 4 → 6 → back down to 5. And 5 is fine. The real reason it’s less common these days isn’t the price, but the competition — PDIC (ugh) and HIE tend to overshadow it. Still solid if you want rerolls.

    Verdict: Leave as is.


    MS-1 Ion Cannons

    A strange little card. Exhausting ECM (or other exhaust-based defenses) can be cute, and at 2 points it’s cheap. But the opportunity cost is real, and you won’t see it much.

    Verdict: Leave as is.


    NK-7 Ion Cannons

    From 10 to 6 points was the right call. Still niche, since the defender chooses the discarded token — but that’s what keeps it fair. At least now you can actually consider it.

    Verdict: Leave as is. Would be oppressive if cheaper.


    Overload Pulse

    Same story as NK-7. Used to be overpriced at 8, now at 6, it’s an interesting, if situational, choice.

    Verdict: Leave as is. Would be oppressive if cheaper.


    SW-7 Ion Batteries

    A personal favorite. Auto-hits on blue dice can be brutal. With PDIC gone, you’d see more of these.

    Verdict: At 5 points, it’s fine, but 4 might make it more attractive. 


    Final Verdict: 

    This category really only has one perfectly designed card (HIE) and one game-breaking mistake (PDIC), with everything else stuck in varying shades of niche or overshadowed. There are interesting effects here, but most don’t compete unless costs are shaved further.

    More than anything, Ion Cannons could use new designs — a couple of fresh upgrades to expand their tactical depth. Right now, the slot is serviceable but narrow.

    Next Up:

    Turbolasers, the kings and queens of long-range pew-pew. There are quite a few to choose from, but which ones are good and which ones are duds?