Download HUGE SHIP rules

By MajorTomK, in X-Wing

Just for the heck of it... I threw the following list together for Epic, just to give everyone a feel for what you can put on the table for 300 points.

CR90 Corvette (Fore) (50)

Single Turbolasers (8), Single Turbolasers (8), Slicer Tools (7), Dodonna's Pride (4)

CR90 Corvette (Aft) (40)

C-3PO (3) , Quad Laser Cannons (6) , Tibanna Gas Supplies (4)

"Hobbie" Kilvan (25)

Proton Torpedoes (4) , R2 Astromech (1)

Tarn Mison (23)

Proton Torpedoes (4) , R2 Astromech (1)

Blue Squadron Pilot (22)

Advanced Sensors (3) , Heavy Laser Cannon (7) , Engine Upgrade (4)

Blue Squadron Pilot (22)

Advanced Sensors (3) , Heavy Laser Cannon (7) , Engine Upgrade (4)

Green Squadron Pilot (19)

Outmaneuver (3) , Chardaan Refit (-2)

Green Squadron Pilot (19)

Outmaneuver (3) , Chardaan Refit (-2)

Edited by VanorDM

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.

Not sure if that's a cumulative ability, or else it would be worded along the lines of "Spend one energy per extra attack die you wish to roll" or somesuch.

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.

I think your right. Sales will definitely be a big factor.

Viewing it from a business prespective though, everything this game has put out has been gold. Now after looking at the epic and huge ships rules......FFG knows this is all solid (awesome actually) and they have the empire ships molds, graphics, and are play testing the hell out them.

Like the CEO said. This is the most popular product they have ever produced. The huge ships are going to be absolute winners. They have the empire stuff ready. We will see it soon I believe.

FFG has their **** together. Brazo Zulu!

Not sure if that's a cumulative ability, or else it would be worded along the lines of "Spend one energy per extra attack die you wish to roll" or somesuch.

Now that you mention it, that's very likely true.

Viewing it from a business prespective though, everything this game has put out has been gold.

I don't doubt for a moment that they'll do Huge Imp ships, I think both the Transport and CR-90 will sell well enough to justify them doing Imp ships. But I also think it would be rather foolish of them to make announcements about them until they know better how these will go.

I also think that it's likely we won't hear much about Huge Imp ships until after Wave 4 is fully spoiled.

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..

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

Ninjad

And so begins the rolling of 7 blank defense dice with a decked out interceptor....

I must say these rules look very interesting, I'm excited to see how many more options are added to the energy mechanic with the Tantive with it comes out. I also like how ion tokens can have a new effect that is potentially very useful. That makes those new ion pulse missiles MUCH more attractive....

And so begins the rolling of 7 blank defense dice with a decked out interceptor....

Yep, that 00.1% chance will come up all the time. (without focus it's about 3%, but even then. Once every 5-10 games maybe... Possibly. Keep your focus tokens on.

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.

The other thing to keep in mind is that despite the cost, you also get 2 or more rounds to take pot shots at the enemy fighters before they are even in range of you.

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.

The Vette should be shooting at those AG2 Bombers and AG1 space cows, anyway. You have your X-Wing escort to deal with those pesky fighters!

I would be very, very surprised if they don't have a "0" move on their dials. I'm loving the rules for them though, can't wait to try these out.

Did anyone else notice toryns card said "huge ship only, rebel only"? Why would the rebel only need to be placed on the card unless there will be imperial huge ships coming. We already know they will do imperial huge ships but to me this kind of confirms it even more.

3x6 table and on the long edge is bad considering huge ships are going to be 12-24 inches already.

Should of been 4x6 deploy on long side or 3x4 (gives you 1 foot on each side to place ships and upgrades) deploy on short side.

Most folding tables are only 72x30inches wide as is. A card table is 36x36. So now you are looking for a wider table (36x72) or putting down a piece of plywood(which comes 4x6) And your epic ship starts the game already in range of small ships making range 5 atks already off the table.

Edited by Gungo

Honestly, I'm not very impressed. You've got some awesome abilities, but you've also got two crippling drawbacks:

1) Very little energy, and you spend it very fast. It looks like even with slow maneuvers you're only generating 2-3 energy a turn at most, and potentially none at all if there are ion cannons around. If you spend the early turns moving slow and build up to your energy limit you might have one turn where you do lots of stuff, but then you're struggling to keep even one of your gun turrets active.

2) Very little durability. Essentially you've got a YT-1300, and we all know how fast those can die. Reinforcing your shields with energy was supposed to be the thing that keeps a huge ship on the table for more than one round of combat, but problem #1 means that going into turtle mode means giving up all of your meaningful contributions to the game, and still probably not getting enough extra HP to avoid the inevitable.

I guess they'll be fun in story-based games, but I have a feeling competitive epic lists are just going to use tons of conventional ships.

Suddenly, the Tantive IV title makes a little bit more sense, especially the cost. I suspect that if you do not fill up the new slots, it will protect one of your crew and team upgrades from being discarded when the fore section is crippled. I really, really want to see the crippled side of the Corvette now. It is a little early to build Corvette builds, until we know what some of the Team upgrades will do. I imagine they will be quite helpful for it's durability.

A fully charged Corvette (ie, spending a few turns to transfer energy to it's hard point weapons), is going to be amazingly fun. 4 attacks, sure. I'm thinking one Turbolaser and 2 Quad Lasers is going to be handy. Combined with Toryn Farr, you can have some nasty hits go through.

Honestly, I'm not very impressed. You've got some awesome abilities, but you've also got two crippling drawbacks:1) Very little energy, and you spend it very fast. It looks like even with slow maneuvers you're only generating 2-3 energy a turn at most, and potentially none at all if there are ion cannons around. If you spend the early turns moving slow and build up to your energy limit you might have one turn where you do lots of stuff, but then you're struggling to keep even one of your gun turrets active.2) Very little durability. Essentially you've got a YT-1300, and we all know how fast those can die. Reinforcing your shields with energy was supposed to be the thing that keeps a huge ship on the table for more than one round of combat, but problem #1 means that going into turtle mode means giving up all of your meaningful contributions to the game, and still probably not getting enough extra HP to avoid the inevitable.I guess they'll be fun in story-based games, but I have a feeling competitive epic lists are just going to use tons of conventional ships.

Well if the imps start focus firing on the transport then that frees up your fighters to swoop behind and do there job... Pew pew

I saw the 'extra defence dice at extra range' coming...

But I wasn't expecting the 'use it as an obstacle' rule. I find it particularly enjoyable. A shame it is not allowed for standard tournaments. After many missions, it begins to be a little boring to find practically the same asteroid formations on every sector in the Galaxy.

It's hard to say how epic play will go. Other than massive furballs. I had a team 100 per player 400 point game take 3 hours and have several turns where nearly no ships moved due to collisions(admittedly the other 3 were relatively inexperienced(1 1st game and 2 third game) and my dice were hot on the dodge end.) But 6-8 hundred points on the field is going to be intense.

It's hard to say how epic play will go. Other than massive furballs. I had a team 100 per player 400 point game take 3 hours and have several turns where nearly no ships moved due to collisions(admittedly the other 3 were relatively inexperienced(1 1st game and 2 third game) and my dice were hot on the dodge end.) But 6-8 hundred points on the field is going to be intense.

Slowly.

I honestly think the current implementation of the format is borderline unplayable.

Fortunately Epic Escalation offers some hope of redemption, and the campaigns look just plain fun.

Intense, but glorious.

Though, suicide Transports may discourage the furball.

It's hard to say how epic play will go. Other than massive furballs. I had a team 100 per player 400 point game take 3 hours and have several turns where nearly no ships moved due to collisions(admittedly the other 3 were relatively inexperienced(1 1st game and 2 third game) and my dice were hot on the dodge end.) But 6-8 hundred points on the field is going to be intense.

Slowly.

I honestly think the current implementation of the format is borderline unplayable.

Fortunately Epic Escalation offers some hope of redemption, and the campaigns look just plain fun.

3x6 table and on the long edge is bad considering huge ships are going to be 12-24 inches already.

Should of been 4x6 deploy on long side or 3x4 (gives you 1 foot on each side to place ships and upgrades) deploy on short side.

Most folding tables are only 72x30inches wide as is. A card table is 36x36. So now you are looking for a wider table or putting down a piece of plywood(which comes 4x6) And your epic ship starts the game already in range of small ships making range 5 atks already off the table.

Unless the bases are larger then a large base, a large base is 3.2 inches so, this has 2, then add in about 1.5 inches for a center connector. Huge ships are around 8 inches give or take and a range increment is about 4.6 inches so range 5 would be 23 inches, no where near the size you believe.

These ships also move slower then the small ships, moving at a speed of one a small ship going 1 really achieves the speed of a huge ship going 2. These ships also don't bank the same way as a normal fighter, meaning it will take less forward space, BUT more space behind them (would hate to fish tail off the board) to actually get them to where they are needed. Personally I wouldn't want the board much larger then 3 feet due to it would take large ships at least 2 turns to get into range of each other if not more unless they gun it. This also makes it more reliable to put the huge ships into the center of the map instead of the sides. The point of this game mode is to make a much larger battle not increasing the time it takes to start a battle.

Seeing how the ships move, they wont have to be that concerned with flying off the map, unless you are planning on just running to the edge then trying to turn it back around.

Mostly I see people getting mad that this mode isn't turning this game into an 8 x 8 play area where you have to walk across the board just to reach your model, taking around 6-7 turns to do anything.

On a side note, yes we will need bigger playing spaces, but hey I already think I have a solution for mine, just double the cardboard displays I have that I glued some felt onto. Two next to each other would give me more then enough room and be sturdy enough to hold the ships with 6 inches of overhang on the table.

Edited by Hujoe Bigs

Slowly.

I honestly think the current implementation of the format is borderline unplayable.

Fortunately Epic Escalation offers some hope of redemption, and the campaigns look just plain fun.

Unplayable sounds overly harsh. I imagine it will be amazing to have so much going on. But tournaments will be stressful and tedious affairs.

Stressful, tedious, and played over the course of 2-3 days.

This, to me, is a reasonable operating definition for the term "unplayable". As in, "I literally cannot imagine myself participating in such an event."

*shrug*

There's room for improvement.

Edited by Introverdant

Slowly.

I honestly think the current implementation of the format is borderline unplayable.

Fortunately Epic Escalation offers some hope of redemption, and the campaigns look just plain fun.

Unplayable sounds overly harsh. I imagine it will be amazing to have so much going on. But tournaments will be stressful and tedious affairs.

Stressful, tedious, and played over the course of 2-3 days.

This, to me, is a reasonable operating definition for the term "unplayable". As in, "I literally cannot imagine myself participating in such an event."

*shrug*

There's room for improvement.