Well, been awhile since I updated this.
Customary
to Dain, then to the new cards for today.
This time around, I have four cards borne by starships:
• Advanced Sensors [Atlantic]
Possession – Equipment
Must be equipped by an [Atlantic] starship.
Each time the equipped starship wins a combat, you may look at the top X cards of your draw deck, where X is the equipped starship's systems. You may discard one of those cards to take another into hand. Replace the rest in their original order.
"'Definitely enemy ships, sir. Only two. We just identified moments ago. They don't seem to have detected us yet.'"Sensors naturally suggest looking at, revealing, et cetera cards. Potentially some discarding as well. Hence the logic behind this one. Also, the Possession class "Equipment" is loaded, meaning it must be borne by a starship. Starships may bear more than one equipment; the only limits are their Systems and any "limit X per starship" type text.
•• Bombardment Cannons[Atlantic]
Possession – Equipment
Weapons +2
Systems -1
Must be equipped by an [Atlantic] starship. Limit 1 per starship.
Response: If the equipped starship wins a combat, discard this possession to wound up to two minions.
Heavy projectile cannons were a mainstay of the Atlantic fleet's armory.Some heavy-hitting weaponry for a starship, and potentially very useful if your Company is in trouble. Since Combats occur before Skirmishes, you can win a combat with your starship, then proceed to bombard away at two minions fighting your company. Or you could choose to gun for two minions staffing an opponent's starship, if it will help you avoid a potentially dangerous Shadow ability. Or you could just keep your Bombardment Cannons floating there for the Weapons +. Note that since it's Systems -1, and bearing a card reduces a starship's systems by 1, this card essentially counts double against any starship's Systems.
Compulsory Enforcement [Atlantic]
Condition – Starship
Must be equipped by an [Atlantic] starship.
Each time an opponent's starship wins a combat against the equipped starship, that opponent may remove a threat to take a card into hand from his or her discard pile.
Each time the equipped starship wins a combat, you may add a threat to make each opponent discard a card from hand.
Another use for starships: law enforcement. Supressing the badguys by discarding cards from their hand. Of course, if the starship loses, that's bad for good guy morale... and good for bad guy morale.
Delegated Command [Atlantic]
Condition – Starship
Rank +Gold
To play, spot a [Gold] [Atlantic] companion.
Limit 1 per starship.
"Now the Corrinia were gone, disappeared into the black emptiness of space. And the Lord-Captain was one of many tasked with the job of finding them."So what this one does is play to a starship, and then that starship has another Gold rank aboard, allowing you to staff starships with fewer companions if you're getting bad companion draws, or you need that high-ranker to appear in the company for some reason or another without losing your ship's operability.