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Villains of the Aturi Cluster?

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Maybe the X7 first is unlocked, an then the player has to unlock thebase TIE Defender, and then again unlock the TIE/D third.

I dont like the idea of the X7 getting cannon and missile slots...that is quite good, and scary if flown right. Not to mention it doesnt really make sense in the iea of what the X7 was.

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Maybe the X7 first is unlocked, an then the player has to unlock thebase TIE Defender, and then again unlock the TIE/D third.

I dont like the idea of the X7 getting cannon and missile slots...that is quite good, and scary if flown right. Not to mention it doesnt really make sense in the iea of what the X7 was.

 

You misundertand.

 

You start with a base defender. you pay three points and a modslot for the privilage of taking x7. the x7 title then removes any canon or missile you may have equipped. (same for Tie Shuttle removing ordinance)

Edited by Rakaydos

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Oh okay, yeah I think I misread it.

But then I'd still say get rid of the base Defender, and just go with the X7 and the TiE/D. And just making both more expensive than a regular swapping of ships.

More EXP cost all at once, rather than to pay to upgrade it to one title or the other.

And make each fighter the X7 and the TIE/D two separate ships to buy.

So say a pilot of a TIE gets enough pilot skill and exp to buy on of the two defenders, and chooses one or the other. and that each on has a different sheet, and that if you decide to fly the other type then you have to go buy the other one.

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Oh okay, yeah I think I misread it.

But then I'd still say get rid of the base Defender, and just go with the X7 and the TiE/D. And just making both more expensive than a regular swapping of ships.

More EXP cost all at once, rather than to pay to upgrade it to one title or the other.

And make each fighter the X7 and the TIE/D two separate ships to buy.

So say a pilot of a TIE gets enough pilot skill and exp to buy on of the two defenders, and chooses one or the other. and that each on has a different sheet, and that if you decide to fly the other type then you have to go buy the other one.

Why?

 

Why add new rules, special XP costs, for one ship, when we can twist the existing upgrade card mechanic to handle it on it's own?

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Why not, especially when it fits the game for fluff reasons, and balances it all in one go.

Also its not a huge difference if any from the way the HOTAC book is written.

So you have the page where you buy other ships when you get to a certain EXP (page 11-13 on the HOTAC booklet) and you have the TIE as our starting ship. with whatever amount of EXP to begin with.

Then we have the next ships to upgrade to: (in the HOTAC booklet it says: A-wing unlocked at ps4, HWK-290 unlocked at ps4,B-wing unlocked at PS Then on page 13 the book has a little paragraph that says all shipscost 5 exp to change.

Instead we would have:

TIE Bomber: unlocked at ps4. 5 Exp to change. TIE Shuttle -Title can be taken at any time for 0 cost.

TIE Interceptor: unlocked at ps4. 5 Exp to change.

TIE Advanced: Unlocked at ps??. 5 Exp to change.

TIE Advance Protoype: Unlocked at ps??. 5 Exp to change.

TIE Punisher: Unlocked at PS6. 5 Exp to change.

TIE Defender TIE/X7: Unlocked at PS 6. 5 Exp to change

TIE Defender TIE/D: Unlocked at PS 6. 5 EXP to change.

TIE Phantom : Unlocked at PS 7. 8 EXP to change.

Assault Gunboat: unlocked at PS 6. 5 EXP to change.

MissileBoat: Unlocked at PS7. 5 Exp to change.

Wecan change numbers on some of this too. As you can see I didnt put in PS numbers for the TAP or Advanced, and maybe the TAP should be at a lower one than the Interceptor, or lower than the Advanced. I dont know. What do you and some of the others think?

But what I just put in that quick write up works very easily, then we dont need the cost of the ships on another page.

Of course each ship would have a tiny write up description like the HOTAC descriptions for the rebel ships, and we can leave off the gunboat and/oor missile boat if people want (or keep them in).

And as for the Advanced cloaking Device- we can put a restriction on it, just like the HOTAC book put the change on Squad Leader and Extra Munitionson a specific page.

It is much simpler than you think.

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Why would you ever unlock the gunboat at PS6 if the tie D unlocks at the same PS, for the same cost?

 

It's imbalances like that, that are the reason I am using nerfbats like removing titles in Hunters. Not because the numbers cant be changed, but to answer the question- "Why use the gunboat? because the gunboat is better than the base defender at X."

Edited by Rakaydos

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Okay then make the gunboat or the Tie/D higher or lower and not the same ps level.

Did you miss where i said we could adjust the numbers?

Yes, I like the idea of having the gunboat. We should probably include it (even when FFG has ignored it so far in this game).

I didnt ask the question onwhy the gunboat. I just asked if we should put it in the campaign...I want to, and I know why to use it.

And why should you have to remove the titles when they are an actual part of the game. And honestly you could make it simple like I suggested and include them. Oh and I am positive people will ask "where are the titles?" when reading those ships if they enjoy playing with them.

Edited by knavelead

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See i feel like the phantom can be added but just accessed at a later point. So like the e-wing and k-wing have been suggested to add at a higher pilot skill by the creator. We can just have them a very end game ship. I would still love the idea of being able to fly a phantom.

Also i second the idea of customising ships. To the point where you epts will carry over (they are your pilot skills) but you buy and customise individual crafts. So any mods you buy are locked onto that ship and if the ship dies then you lose them all. It would be nice because this way you can change craft based on the mission. Maybe this mission calls for the defender for some heavy firepower but another mission i might fly my interceptor because i need a manuverable ship that can be a decoy. You cutomise your ships how you want them.

As far as the defender goes. We absolutly should include the defenders new titles but as a further level of customisation. Do you want your defender as a fast mobile and elusive ship or a tool of ultimate firepower.

I also had another thought about making pilot skill change based on the ship you are flying. Im not fully convinced on this idea myself but my thought is that it would be nice to have a pilot skill penalty when flying a new ship. Just to show your inexperience with a new craft. I think it would carry over to the idea of ship jumping as there should be some penalty to encourage players to specialise to a certain degree. Food for thought.

Also while at work i was just brainstorming mission ideas and had a bit of inspiration. I know it might not be to everyones liking but could be a cool addition to a campaign if desired.

Arc: Relics of the Past

Mission 1: Memories of Old

- we have recieved word that an imperial supply line has been attacked while on its daily run. Pilots are reporting a strange fighter in use with unknown origins. We have prepared a decoy and wish you to accompany that vessel to put an end to these attacks

Primary objective: keep rebels from destroying the shuttle, escort to safe area

Secondary objective: Destroy this unknown fighter

Optional Objective: take no damage (idk what to put here :P)

-- players will accompany a lambda shuttle (that the players control) and will be ambushed by rebel forces. Players must escort and will be greated by a rebel alliance ARC-170. Players must hold out and guide the lambda to safety. Reinforcements will continue until the lambda has escaped safely.

Victory//

Congratulation sir, you have managed to fend off those rebel scum from any more of our recourses. As for their fighter, it has been a while since we have seen them use an ARC-170. This is troubling. It is possible they have descovered a new stockpile of clone war technology. I have sent this to imperial intellegince who will begin searching for more information immedietly. I will ensure that the transports are given a larger escort from now on. || next mission added to deck ||

Defeat//

Unfortuntly the rebels have been able to successful disrupt our supply line. It might take a while to get it running again. However we have now been able to get a good look at this mysterious fighter. I havent seen the use of an ARC-170 in quite a while. This is troubling. It is possible they have descovered a new stockpile of clone war technology. I have sent this to imperial intellegince who will begin searching for more information immedietly. I will ensure that the transports are given a larger escort from now on. || next mission added to deck, half xp gained for next X missions (represents the disrupted resources) ||

Mission 2: Tools of War

- imperial intel has just recieved word that during a recent skirmish with the local criminal organisations that one if the rebels ARC-170s collided with an asteroid and its remains are still spread in the debris. We need you to travel here immediately and seek out anything we can use to trace the ARC back to its source. No doubt both sides will send reinforments to the site so be quick as to ensure its recovery

Primary objective: Find and recover the ARC's primary computer system before escaping. (Might involve calling the gozanti to dock to)

Secondary objective: Kill all rebel and scum reinforcements

Tertiary objective: scan all asteroids for additional debris (rewards free engine upgrade...something like that :P)

-- players will enter a debris field where a small amount of scum and rebel forces will be engaged in fighting (enemy AI will treat each other faction as hostile so you can leave them to kill each other without getting involved). After X turns a large amount of scum and rebel reinforments will arrive. The players must scan the debris where one random piece will contain the ARC's cockpit. Players can scan all the debris to recieve a free engine upgrade but must escape to recieve it. Once the ARC's piece has been collected, players will need to escape or destroy all reinforcements.

Victory// we have been able to recover the systems for the ARC. I will send this to engineering who can hopefully use it to find some useful information. I will keep you updated and will contact you once we have something of use. || add final mission to deck ||

Defeat// we have failed to recover the ARC debris and have nothing to go off. I imagine they will be a lot more guarded with this tech after this close call. Hopefully we may stumble across further information in the future || end arc, rebel campaign point ||.

Mission 3: Shadows of the Republic

- Sir, we have recieved information from our engineers. The system you recovered contained Nav coordintes to an old moon in the sector. After sending scouts we have discovered an old republic space station. The station itself was dicommisioned following the clone wars. It is clear the rebels are using it for a base and it is there they probably found the ARC starfighters we have been facing. Go to the station and take it from the rebellion.

Primary Objective: Neutrilise the rebel base and dock decimator to eliminate ground forces

Secondary Objective: (not sure yet)

Tertiary Objective: capture the base in X turns (or something like that)

-- players will need to assualt a rebel base with a decimator as support. After fighting through enemy ships they must destroy all turrets on the base before docking. Once docked the decimator cannot shoot and you must defend the decimator from waves of rebel attacks. After X rounds you will have successfully defended against the attack.

Victory // incredible work out there! We have successfully recaptured the republic base from the hand of the rebels. The moff has order the station destroyed but we did successfully manage to recover a few of the ARC-170s that the rebels were using against us. We can now use this elite fighter in the pursuit of their destruction || gain the ARC-170 as a support ship and a flyable ship for players, gain 1 campaign point, remove all ARC aces from the pilot deck ||

Defeat // unfortunately we have been unable to recapture the station from the rebellion and our latest sources indicate that they have moved their opporation to a new location. Our chance to stop the rebels use of the ARC-170 has failed. Such failure is unacceptable. You would do well to rememmber that || all ARC-170 ships gain free shield upgrade, rebels gain campaign point ||

As i said these mission are not going to be for everyone but the ARC did see use for both rebels and imperials and it adds an interesting twist when you are fighting over the right to which faction can fly the ship in the sector. Will keep brainstorming but wanted to share this little thought :P

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Since we're having a blast playing the original HotAC, I'm looking forward to playing the DotAC or whatever it is gonna be called.

 

My 2 cents on this.

 

  • Cut custom ships. Most of the people do not want to go to buy custom fighters with custom dials and stuff. Stick to what is officially provided. I highly doubt most of the people playing X-Wing would even know what a missile or gunboat is. In my playgroup for example noone knows about that.
  • Cut the phantom and defender titles. They're equivalents to the K-Wing and E-Wing in HotAC, just way overpowered. The phantom might be playable without the ACD, when there is actual tactical choice to decloak or cloak to skip a round of combat. The ACD just breaks it. The same goes for the defender titles. Remember they were only introduced because the defender was overpriced as hell in the standard game. The standard game does not apply to this campaign. A TIE/D defender is just way too much. Why would anyone fly an interceptor/advanced/prototype then? It's the same problem as with K- and E-wing. Why would you ever fly something else if you can choose one of those two. They just dwarf anything else. The "choose the right craft for the mission"-option is out the window.
  • Definitely pro idea that other stuff will only unlock until your squadron has proven itself in combat or in critical missions. The empire does not give expensive fighter options to any ragtag stormtrooper.
  • Would not split the thread into more stuff and just keep it together here.
  • The discussions on this thread show exactly why work efficiency descreases with more people on the team. Josh did HotAC on his own and that's why it got finished or at least into a proper state. Sure he got some ideas and suggestions but there's just no month-long discussion dragging on. He just started and playtested a lot to refine it, at least that's how it sounded when I first heard from it. He took it into his own hands and made a masterpiece. I think it'd probably be better if someone just started to actually do something, whip up like 6 missions and then offer them here with his rules so people can help with playtest and go from there with more missions.

That said I know how much work it is (I started doing a campaign on my own like 2 years ago but never came round to finish it because of work and other stuff). I'd help with missions maybe and playtesting if there was something moving forward and someone laying down his groundwork like: Here is my xp system, here is the ship system, this is the AI and here's the first 3 missions. Have fun.

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Since we're having a blast playing the original HotAC, I'm looking forward to playing the DotAC or whatever it is gonna be called.

 

My 2 cents on this.

 

  • Cut custom ships. Most of the people do not want to go to buy custom fighters with custom dials and stuff. Stick to what is officially provided. I highly doubt most of the people playing X-Wing would even know what a missile or gunboat is. In my playgroup for example noone knows about that.

Nope, I want my Gunboat and Missile boat.  I made the pilot cards so I get to use them :P:D  :P . 

 

 

Couple of small ideas...

Why change name, just make it HotAC-2: Hunter Squadron. Elite pilots from infulentional families (the have the ploitical pull to customize their ships.

 

 

My idea from a few pages ago was break ships down into Tiers.

  • PS 1 starter   Tier 1 = TIE/ln
  • PS 4 unlocks Tier 2 = Adv. X1, Interceptor, Bomber, Adv. Proto,
  • PS 5 unlocks Tier 3 = Assault Gunboat, TIE/fo, TIE/sf
  • PS 7 unlocks Tier 4 = Defender, Phantom, Missile Boat, etc...

Right now the only ships that need pilot cards are the TIE/fo, TIE/sf, and TIE Punisher.  I might get around to making them, but I have not been sufficently motivated to do so yet.

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  • Would not split the thread into more stuff and just keep it together here.

 

  • The discussions on this thread show exactly why work efficiency descreases with more people on the team. Josh did HotAC on his own and that's why it got finished or at least into a proper state. Sure he got some ideas and suggestions but there's just no month-long discussion dragging on. He just started and playtested a lot to refine it, at least that's how it sounded when I first heard from it. He took it into his own hands and made a masterpiece. I think it'd probably be better if someone just started to actually do something, whip up like 6 missions and then offer them here with his rules so people can help with playtest and go from there with more missions.

...that's actually WHY I split the thread.

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How about having the gunboat and Missile Boat as optional ships that the group playing can decide on whether to use or not. That way if some groups do not want to do so they don't have to, especially if they dont have sufficient models or dont like using non-offifical FFG ships. (I know most of my own gaming group would totally use them, ans would others- though I'm sure some people gunboat hates- would not).

Salted Demon, could you try making a Defender X7 and Defender TIE/D specific sheet as I suggestted - where each on removes the base modification slot, and grants each title but on individual sheets. And some way to designate which title is which...of course the TIE X7 one would also remove the missile and Cannon slots.

I would but my imagingi snt near as good. looking as yours, you could even fit the Punisher on the same sheet.

I dont see a reason to do the FO and SF at the moment since they are first Order ships and not around at the time the HOTAC campaign would be fought.

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Salted Demon, could you try making a Defender X7 and Defender TIE/D specific sheet as I suggestted - where each on removes the base modification slot, and grants each title but on individual sheets. And some way to designate which title is which...of course the TIE X7 one would also remove the missile and Cannon slots.

I would but my imagingi snt near as good. looking as yours, you could even fit the Punisher on the same sheet.

I dont see a reason to do the FO and SF at the moment since they are first Order ships and not around at the time the HOTAC campaign would be fought.

Honestly, I really don't want to, I gave it a title slot for the choice.  I do everything in just MS paint, and it is a pain in the butt process to make them.

 

I might make a TIE/fo, TIE/sf, and TIE punisher, but redoing the TIE defender for it's specific titles is low on my priority.  I'm still trying to come up with Ace cards for A-wing, B-wings, AI+ace cards for Hwk-290.  And I haven't even looked at the scum stuff yet.  So maybe later...sorry.

Edited by Salted Diamond

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Ace cards are more important.

Might want to add Arc-170s to that list too. Since I'm guessing it wil be out when this project is finished, and is a cool fighter.

If you want help coming up with pilot abilities we could bounce ideas off each other on here.

Yeah, working in paint is a pain, I do stuff with thaat program too and it takes me forever, though noting near as good looking as what you've done.

And the two First Order fighters arent really thematic like I said, and I personally could care less about the Punisher, I think the Bomber is good enough for ordnance in most situations

Edited by knavelead

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Salted diamond that is amazing. Your stuff has been incredible so far. Take your time on whatever you feel the need to. Im going to start playing around with some ace cards myself really soon as im about to go on holidays from work and ill have lots of free time.

As soon as we can see the ARC-170s dial we can start thinking about its AI. I really want to include the ARC as i love the ship and it was definetly still at use during the time period, althought slightly more rare.

As far as it goes most people will probably make their own versions anyway. I will be personally designing my own variation of an imperial campaign as im sure rakaydos will with his hunters campaign. As i start to design full missions and concepts i can place them here for play testing. But I agree with you. When there is only a single person designing something it is easier.

This thread (in my opinion) is about offering ideas and thoughts as well as sharing more common resources (ace cards, AI, XP systems) and being able to pose suggestions and recieve feedback. While we may never agree and together design one single campaign. 4 or 5 campaigns could form from the ideas that we present here.

Let the creativity flow. If you get inspired share you thoughts. One person may design something that everyone loves or everyone could have their own versions. Doesnt matter. I dont think we should stop these discussions. They promote creative thought

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So in the interest of uphollding the hardass "dont argue about my rules in my thread" I'm raising the discussion of my rules here.

 

"Hyperspace: Most ties do not have hyperdrive. Unless you are flying the Tie Advanced, or one of the advanced craft, you may not choose to hyperspace in the maneuver phase. Instead, if a scenario calls for a Lambada Shuttle (including a player flying a lambada) Gozanti Transport or Base Hanger, any Tie may perform an Emergency Dock, performing a green maneuver and ending your movement/action in base contact with the transport or hanger. (you may bump with a barrel roll or boost for this purpose) The tie is removed and considered docked with the carrier, may deploy on later movement phases, and is only considered killed if the carrier is destroyed. Rebel ships will attempt to hyperspace when badly damaged- if a rebel escapes, no kill XP will be awarded."

 

Important parts for discussion in bold. Lambada is one of the advanced craft a player can upgrade to during the campain, Tie Advanced is one of the starting ships.

 

There are going to be missions where there are no escape edges- if the provided base or transport is destroyed, the area becomes hostile territory, meaning everyone who cannot hyper out rolls 3 dice when the time limit rolls around, and hopes they dont die of life support failure before rescue comes.

 

The Tie Advance starts with less XP, but has that hyperdrive, and the lambada has the capability to save other players in the same way. thoughts?

Edited by Rakaydos

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Here is a dump of everything I have made so far, have tweaked/fixed a few things.  Might take the free TL off the B-wing, it was too much on the X-wing. 

 

I know the fount on the ace cards is rather small, I'll go back and redo them later.

 

X-wing%20and%20Y-wing%20AI%20updated_zps

A-wing%20and%20B-wing%20AI_zpslda1gx3m.p

Imp%20pilot%20card%201_zpst6mssbmu.jpg

 

Imp%20pilot%20card%202_zpszeqooxpw.jpg

 

Imp%20pilot%20card%203_zpsqht8idjl.jpg

 

Support%20Ship%20Cards_zpspghvk6nz.jpg

 

 

Rebel%20Ace%20X-wing_zpstnxqoqwl.jpg

Rebel%20Ace%20Y-wing_zpsevm0kcsx.jpg

Edited by Salted Diamond

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So as a matter of mid-term priority, after the HWK and Headhunter AI is complete, I'd like to see AI for Falcon and for Ghost.

 

Between HWK, Falcon, Ghost, and Rebel Transport, it gives mission designers like me options for "civilian" ships thay may or may not be rebels, without needing a massive collection of one or two types of ships. It also gives options for what could be faced down- the Ghost's massive arc-bound primary, the Falcon's turret, a squad of HWKS, or the support Transport.

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Here is a dump of everything I have made so far, have tweaked/fixed a few things.  Might take the free TL off the B-wing, it was too much on the X-wing. 

 

I know the fount on the ace cards is rather small, I'll go back and redo them later.

 

X-wing%20and%20Y-wing%20AI%20updated_zps

A-wing%20and%20B-wing%20AI_zpslda1gx3m.p

 

 

In my testing in the Hunters campain, The Select Target step runs into a bit of tunnel vision.

 

The only way for a rebel AI to change targets is to have his current target in range, in arc, spend the TL to reroll a miss, and when his turn begins have a different  player closer AND in arc.

 

This can result in situations where the Xwing is trying to chase an Intercepter that's across the board, while the intercepter's friends are attacking it. at short range.

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In my testing in the Hunters campain, The Select Target step runs into a bit of tunnel vision.

 

The only way for a rebel AI to change targets is to have his current target in range, in arc, spend the TL to reroll a miss, and when his turn begins have a different  player closer AND in arc.

 

This can result in situations where the Xwing is trying to chase an Intercepter that's across the board, while the intercepter's friends are attacking it. at short range.

 

hummm, I see why that can happen. Maybe change action to TL if you have ordance and spend unused at the end of turn?  Free TL is still too much IMO on the X-wing.  With the Y-wing and A-wing only being primary 2, it's not as bad.

Edited by Salted Diamond

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In my testing in the Hunters campain, The Select Target step runs into a bit of tunnel vision.

 

The only way for a rebel AI to change targets is to have his current target in range, in arc, spend the TL to reroll a miss, and when his turn begins have a different  player closer AND in arc.

 

This can result in situations where the Xwing is trying to chase an Intercepter that's across the board, while the intercepter's friends are attacking it. at short range.

 

hummm, I see why that can happen. Maybe change action to TL if you have ordance and spend unused at the end of turn?  Free TL is still too much IMO on the X-wing.  With the Y-wing and A-wing only being primary 2, it's not as bad.

 

The idea behind TL before movement on the original Tie bomber AI was that munitions out of nowhere could be lethal to rebels- the TL before movement gave rebel plaers more chances to arcdodge.

 

I think the best option to to change the Attack selection to only fire Torpedos or Missiles at Strike AI targets, (aswell as movig TL to action step) so Rebels blend smoothly from Strike to Furball to flee AI as they take damage.

 

Something like:

-Select Maneuver Target-

1) If at full shields, use Strike Target as Maneuver target

2) Nearest Enemy in arc

3) Nearest Enemy

 

-Roll for maneuver-

 

-Action Selection-

1) Remove stress or resolve crit

2) if Strike Target is in arc, TL Strike Target

3) If no enemy has a shot on this ship, TL maneuver target

4) Focus

 

-Attack Target-

*) If shields are down and hull =<  (x), roll for hyperspace

1) Enemy you have TL on. Use Torpedos/missiles if possible

2) Nearest Enemy

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I really like that idea Rakaydos. It being at full shields and being more aggressive is exaclty how I would see it.

Maybe if the go to furball AI though then they dont TL a target anymore and just start focusing. I think Salted Demon is right about Xwings being really nasty with TL every turn.

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Yea, with the actions as I set them in my post above, the ship will only TL if it either has a shot on the base/gozanti/ATAT (so it can fire its munitions), or if its completrly nonthreatened (and in TL range, Iin which case it legit earned that TL)

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Braindump of the pilot capacity :

 Howlrunner 8 When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Mauler Mithel 7 When attacking at Range 1, roll one additional attack die.
 Scourge 7 When attacking a defender that has 1 or more Damage cards, roll 1 additional attack die.
 Backstabber 6 When attacking from outside the defender's firing arc, roll 1 additional attack die.
Dark Curse 6 When defending, ships attacking cannot spend focus tokens or reroll attack die.
 Youngster 6 Friendly TIE fighters at Range 1-3 may perform the action on your equipped  Upgrade card.
Night Beast 5 After executing a green maneuver, you may perform a free focus action.
Winged Gundark 5 When attacking at Range 1, you may change 1 of your hit results to a Crit result.
 Wampa 4 When attacking, you may cancel all dice results. If you cancel a  result, deal 1 facedown Damage card to the defender.
 Chaser 3 When another friendly ship at Range 1 spends a focus token, assign a focus token to your ship.

---
Omega Ace 7 When attacking, you may spend a focus token and a target lock you have on the defender to change all of your results to  results.
Zeta Leader 7 When attacking, if you are not stressed, you may receive 1 stress token to roll 1 additional attack die.
Omega Leader 8 Enemy ships that you have locked cannot modify any dice when attacking you or defending against your attacks.
Epsilon Leader 6 At the start of the Combat phase, remove 1 stress token from each friendly ship at Range 1.
Zeta Ace 5 When performing a barrel roll, you may use the straight 2 template (instead of the straight 1 template).
Epsilon Ace 4 While your do not have any Damage Cards, treat your pilot skill value as "12". <==> Too much powerfull in this campaign

---
Darth Vader 9 During your "Perform action" step, you may perform 2 actions.
Juno Eclipse 8 When you reveal your maneuver, you may increase or decrease its speed by 1 (to a minimum of 1).
Maarek Stele 7 When your attack deals a faceup Damage card to the defender, instead draw 3 Damage cards, choose 1 to deal, and discard the others.
Zertik Strom 6 Enemy ships at Range 1 cannot add their range combat bonus when attacking.
Commander Alozen 5 At the start of the Combat phase, you may acquire a target lock on an enemy ship at Range 1.
Lieutenant Colzet 3 At the start of the End phase, you may spend a target lock you have on an enemy ship to flip 1 random facedown Damage card assigned to it faceup.

---
Soontir Fel 9  When you receive a stress token, you may assign 1 focus token to your ship.
Carnor Jax  8  Enemy ships at Range 1 cannot perform focus or evade actions and cannot spend focus or evade tokens.
Turr Phennir 7  After you perform an attack, you may perform a free boost or barrel roll action.
Tetran Cowall 7 When you reveal a K-turn maneuver, you may treat the speed of that maneuver as "1", "3" or "5".
Kir Kanos 6 When attacking at Range 2-3, you may spend 1 evade token to add 1  result to your roll.
Fel's Wrath 5   When the number of Damage cards assigned to you equals or exceeds your hull value, you are not destroyed until the end of the Combat phase.
Lieutenant Lorrir 5 When performing a barrel roll action, you may receive 1 stress token to use the bank 1 template instead of the straight 1 template.
         
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Rexler Brath 8 After you perform an attack that deals at least 1 Damage card to the defender; you may spend a focus token to flip those cards faceup.
Colonel Vessery 6 When attacking, immediately after you roll attack dice, you may acquire a target lock on the defender if it already has a red target lock token.
Countess Ryad 5 When you reveal a Straight maneuver, you may treat it as a K-Turn maneuver.

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Major Rhymer 7 When attacking with a secondary weapon, you may increase or decrease the weapon range by 1 to a limit of Range 1-3.
Tomax Bren 8 Once per round, after you discard an  Upgrade card, flip that card faceup.
Captain Jonus 6 When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll up to 2 attack dice.
 Deathfire 3 When you reveal your maneuver dial or after you perform an action, you may perform a  Upgrade card action as a free action.

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 Whisper 7 After you perform an attack that hits, you may assign 1 focus token to your ship.
 Echo 6 When you decloak, you must use the Bank 2 template instead of the straight 2 template.

 Redline 7 You may maintain 2 target locks on the same ship. When you acquire a target lock, you may acquire a second lock on that same ship.
 Deathrain 6 When dropping a bomb, you may use the front guides of your ship. After dropping a bomb, you may perform a free barrel roll action.

The Inquisitor 8 When attacking with your primary weapon at Range 2-3, treat the range of the attack as Range 1.
Valen Rudor 6 After defending, you may perform a free action.

Edited by futil

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i would like to suggest an idea for the crew that wants to run basic ties for the empire feel instead of the elite squad.. The idea of having a wingman has been suggested, how about if your wingman is an exact clone of you and mimics all of your actions and also absorbs all of the damage for your flight before you take damage.. Or..

What if we allowed for Additional Empire AI units so that there was AI on both sides of the field.. You could have the number and pilot skill of friendly AI based on the pilot skill of your ship.

Then you are fielding more ships but there is the additional thematic quality of not even knowing what your own team is going to do.

It would also make for more exciting solo play.

I am new to this forum but hotac has expanded my ability to enjoy xwing immeasurably and i am excitd about the works happening in this post.

Thank you

-Shisno

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