Download HUGE SHIP rules

By MajorTomK, in X-Wing

hopefully the rules are like FASA Leviathan whrein you can fight a fleet battles and then zoom in to fight focused battle.

These aren't really fleet battles, just super sized dogfights.

o

verlapping

o

bstacles

When a huge ship executes a maneuver and the final position of one of its

sections overlaps one or more obstacle tokens, the huge ship is dealt one

faceup

Damage card. Draw this Damage card from the Damage deck that

corresponds to the affected section. If both sections overlap, the opposing

player chooses which section suffers the damage.

Obstacles do not cause a huge ship to skip its “Perform Action” step. All

obstacle tokens that are overlapped by a huge ship are immediately removed

from the play area.

The huge ship suffers these effects when one of its sections overlaps an

obstacle,

not

when its maneuver template overlaps an obstacle

However, if a small based ship moves and its base would overlap the transport, you back it up as normal correct??

Mostly.

You follow the normal rules for overlapping, but the small/large ship also rolls an attack dice and suffers what ever damage you roll.

Now to see what the maneuver dial looks like. These ships must have a null move like the Lambda, otherwise they'll be off the playfield in a matter of 2-3 rounds..

However, if a small based ship moves and its base would overlap the transport, you back it up as normal correct??

Mostly.

You follow the normal rules for overlapping, but the small/large ship also rolls an attack dice and suffers what ever damage you roll.

That's pretty much what happens when you hit an asteroid. I guess they figure if a huge ship slams into you, there's not much you can do, but if you're about to fly into one, you can desperately try to get out of the way.

Huge ships also never skip actions or combat due to obstacles.

I have to say I'm a bit disappointed with the +2 die for R4 and +3 die for R5.

That makes the 8 point Single Turbolaser quite possibly the worse upgrade in the game, at least unless you're fighting other Huge ships.

Consider that firing at even a Agl 1 ship at range 3. They still roll 3 defense dice vs your 4 attack dice. Worse though is a Agl 3 at range 5, you're rolling 4 attack dice vs 9 defense dice. Seems like a pretty poor return on 8 points, and 2 energy.

I have to say I'm a bit disappointed with the +2 die for R4 and +3 die for R5.

That makes the 8 point Single Turbolaser quite possibly the worse upgrade in the game, at least unless you're fighting other Huge ships.

Consider that firing at even a Agl 1 ship at range 3. They still roll 3 defense dice vs your 4 attack dice. Worse though is a Agl 3 at range 5, you're rolling 4 attack dice vs 9 defense dice. Seems like a pretty poor return on 8 points, and 2 energy.

Unless I missed something, those are still secondary weapons, meaning no bonus die to either attacker or defender.

Edit: base line bonus excluding card text.

Edited by Hujoe Bigs

"But the ships are so ms

I have to say I'm a bit disappointed with the +2 die for R4 and +3 die for R5.

That makes the 8 point Single Turbolaser quite possibly the worse upgrade in the game, at least unless you're fighting other Huge ships.

Consider that firing at even a Agl 1 ship at range 3. They still roll 3 defense dice vs your 4 attack dice. Worse though is a Agl 3 at range 5, you're rolling 4 attack dice vs 9 defense dice. Seems like a pretty poor return on 8 points, and 2 energy.

"But the ships are so small, they're evading our turbolasers."

This is AWESOME.

When do people think they will announce the huge empire ships?

I have to say I'm a bit disappointed with the +2 die for R4 and +3 die for R5.

That makes the 8 point Single Turbolaser quite possibly the worse upgrade in the game, at least unless you're fighting other Huge ships.

Consider that firing at even a Agl 1 ship at range 3. They still roll 3 defense dice vs your 4 attack dice. Worse though is a Agl 3 at range 5, you're rolling 4 attack dice vs 9 defense dice. Seems like a pretty poor return on 8 points, and 2 energy.

Correct, turbolasers were never meant for point defense against starfighters. Turbolasers are meant for attacking other capital ships. I like that.

This is AWESOME.

When do people think they will announce the huge empire ships?

Soon. Very soon. If not I will start singing and posting it here to demoralize them into bowing to our demands. My singing is really that bad.

You've been warned FFG!

So let it be written; so let it be done.

Unless I missed something, those are still secondary weapons, meaning no bonus die to either attacker or defender.

You're right, that's a good point. 4 attack dice vs 5 dice at range 6 isn't too bad.

For the primary it's 4 attack vs 6 defense, but you can spend energy to increase the number of dice rolled.

I know turbolasers aren't supposed to be super effective again fighters. But 8 points and 2 energy for a 4 attack vs 9 defense shot seems to be massively pointless. But as was pointed out they're secondary so the odds aren't nearly as bad as I was thinking.

Edited by VanorDM

Umm, no. Against a ship with 1 agi, you will be attacking with 4 dice against 2 dice, unless it is obstructed. Granted, at Range 3, it isn't a great deal when compared to the Tantive's primary weapon at Range 3. But it gets better the further it goes out. A Range 5 shot is still only 4 Atk vs 2 Def, unless it is obstructed. I think 4 vs 2, with the ability to change an eyeball into a hit is a bit better than 5 vs 4. Especially since the huge ships can't use focus.

Then there is the fact that you can fire BOTH your primary weapon and all your secondary weapons (if fully charged). But yeah, the Turbolasers are bad against fighters, which is nice and thematic.

When do people think they will announce the huge empire ships?

IMO not until they get a feel for how well the transport sells. Which should be pretty soon since it should be in stores perhaps as early as Friday.

But I think they'll hold off on any more Huge ships until they see what the CR-90 and Transport sell like.

Huge ships look fun, but I feel FFG completely dropped the ball on the Epic Tournament format.

3x6 with starting zones on the long edges

12 asteroids

ummm... how about "no".

Also as for firing on small ships at range, even if you don't hit, you'll be stripping tokens and/or making dogfighting more tense because, while the capital ships might not hit you, their pot shots will be true to form: rare, random events that, when they do hit, really ruin your micro-battle world alongside it.

For the primary it's 4 attack vs 6 defense, but you can spend energy to increase the number of dice rolled.

Huh? Where are you getting that?

Huge ships look fun, but I feel FFG completely dropped the ball on the Epic Tournament format.

3x6 with starting zones on the long edges

12 asteroids

ummm... how about "no".

You start on the short edge, you'd have at least four or five turns before the ships were even sniffing each other.

I am going to have to buy another core set: my Phantoms will be rolling 8 defense die from time to time.

The Corvette has a special ability on it's fore section to boost it's primary weapon attack to 6.

I am going to have to buy another core set: my Phantoms will be rolling 8 defense die from time to time.

"Oh, darn. Sorry about that." - FFG

Again, even with a 3x6 field, I can't imagine that these ships turn all that well. Where are the rules regarding bases being off the playing field?? That seems like a pretty important omission to me, unless these ships have a '0' movement on their dial like the Shuttle does.. And even then, it's a one way trip to the end of the playing field if they have no hard turns or K turns on their dials..

Edited by Papamambo

You start on the short edge, you'd have at least four or five turns before the ships were even sniffing each other.

Which is part of why 3x6 is an awful format to begin with.

Edited by Introverdant

Huge ships look fun, but I feel FFG completely dropped the ball on the Epic Tournament format.

3x6 with starting zones on the long edges

12 asteroids

ummm... how about "no".

You start on the short edge, you'd have at least four or five turns before the ships were even sniffing each other.

Edited by Hujoe Bigs

Huh? Where are you getting that?

Which part? The Primary on a CR-90 is 4 dice. A 3 Agl ship at range 5 has 6 dice to roll for defense.

The Corvette has a special ability on it's fore section to boost it's primary weapon attack to 6.

Actually there's no limit how many dice you can roll.

cr90-corvette-fore.png

The Aft section has 5 energy, so you could in theory roll 9 dice for your primary attack. 12 if you use Tibanna Gas Supplies.