Download HUGE SHIP rules

By MajorTomK, in X-Wing

Unless I'm not finding it, they didn't give special rules for if a huge ship hangs off the table. You will eventually have to turn, and based on the diagrams, the amount of drift from the tail end looks like it would force a corner off the table. And because there aren't rules listed for if they hang off, I would assume the ship "flees the battlefield" and is instantly destroyed, just like any other. So, you have to be super careful as you turn.

Fair enough. Starting the huge ship just a couple degrees off of parallel to the edge should allow it to gain plenty of wiggle room for its fish-tailing butt to safely move by the time you feel like making a u-turn.

Assuming of course, that they set up facing each other for the joust.

My first inclination would be to set up the huge ship to fly parallel to my long edge of the board while my fighters fly to interdict the enemy fighters. This is especially true in the case of the corvette so that you are facing one heck of a broadside in the enemy's direction. In the case of either huge ship, I would try to fly kind of slow the first couple turns with my fighters and let the enemy come to me. This would either let them fly through the corvette's massive fire arcs for a couple turns to soften them up or just keep my fighters within range of the huge ship's support abilities.

In any case, I'm afraid I have to agree a bit with Introverdant about Epic Tournaments. I don't like to nay say things without even trying them, but I can't imagine myself ever participating an a tournament where every round lasts three hours. For me, that's just way too big of a time commitment for a recreational tournament.

I think I see a problem with this strategy. Being this:

what happens if you fly the huge ship off the board?

Unless I'm not finding it, they didn't give special rules for if a huge ship hangs off the table. You will eventually have to turn, and based on the diagrams, the amount of drift from the tail end looks like it would force a corner off the table. And because there aren't rules listed for if they hang off, I would assume the ship "flees the battlefield" and is instantly destroyed, just like any other. So, you have to be super careful as you turn.

There are a couple setups I can see that allow you to fly along the edge pretty well. Won't work well with a Transport, but with the CR90 it looks like starting at a significant angle will work.

Yeah I definitely think they can start touching the edge with a corner, but running them with the side edge along the edge seems like a terrible idea, but it works fine with any other ships. Looks like both huge ships will swing their tail out over the side, because as mentioned in the article, they turn from the center, not the front or back.

And hey, I could be wrong, but I couldn't find any rules regarding what happens if it hits the side. If anyone else sees it, please let me know!

Assuming of course, that they set up facing each other for the joust.

My first inclination would be to set up the huge ship to fly parallel to my long edge of the board while my fighters fly to interdict the enemy fighters. This is especially true in the case of the corvette so that you are facing one heck of a broadside in the enemy's direction. In the case of either huge ship, I would try to fly kind of slow the first couple turns with my fighters and let the enemy come to me. This would either let them fly through the corvette's massive fire arcs for a couple turns to soften them up or just keep my fighters within range of the huge ship's support abilities.

In any case, I'm afraid I have to agree a bit with Introverdant about Epic Tournaments. I don't like to nay say things without even trying them, but I can't imagine myself ever participating an a tournament where every round lasts three hours. For me, that's just way too big of a time commitment for a recreational tournament.

I think I see a problem with this strategy. Being this:

what happens if you fly the huge ship off the board?

Unless I'm not finding it, they didn't give special rules for if a huge ship hangs off the table. You will eventually have to turn, and based on the diagrams, the amount of drift from the tail end looks like it would force a corner off the table. And because there aren't rules listed for if they hang off, I would assume the ship "flees the battlefield" and is instantly destroyed, just like any other. So, you have to be super careful as you turn.

There are a couple setups I can see that allow you to fly along the edge pretty well. Won't work well with a Transport, but with the CR90 it looks like starting at a significant angle will work.

Yeah I definitely think they can start touching the edge with a corner, but running them with the side edge along the edge seems like a terrible idea, but it works fine with any other ships. Looks like both huge ships will swing their tail out over the side, because as mentioned in the article, they turn from the center, not the front or back.

And hey, I could be wrong, but I couldn't find any rules regarding what happens if it hits the side. If anyone else sees it, please let me know!

One more question. The rules are unclear as to how you store energy.

The maximum number of energy tokens that a card can
have at any time is its energy liMit. A ship’s energy limit
can be increased with certain upgrade cards. If at any time
a card has a number of energy tokens that exceeds its
energy limit, immediately return the excess energy tokens
to the token supply.
By unclear I mean that there are two kinds of upgrades that feature energy values. Some of them just say "2" while others say "+2."
It is my understanding that it works this way:
If you have an upgrade card like Ionization Reactor that says "Spend five energy from this card to-" I assume energy can be stored on this card, but can only be used for this purpose once it is stored here, in addition to energy stored on your ship card.
Whereas the title card Bright Hope says "+2." I understand this to mean it increases the maximum energy that can be stored on the ship's main card for use by the actions in its action bar.
Am I wrong? Does energy allocated to other upgrades count against the maximum energy that can be stored on the ship card, including upgrades that say "+2" ?

Am I wrong?

No you're right. Here's the section from the rules that covers that. It's from the Energy steps in Activation Phase section.

2. Allocate Energy: The huge ship’s controlling player may remove energy tokens from his Ship card and place them on any cards with an energy limit that are equipped to this ship. He cannot place energy tokens on a card in excess of its energy limit.

So here's how it works.

Lets say you preform a maneuver that gives you 5 energy. You place 5 energy on your CR-90's aft card, this is the Gain Energy phase.

Then you take 2 energy tokens and put them on each Single Turbolaser card, leaving you 1 left, which you put on the Quad Laser cannon, this is the Allocate Energy step.

Now your CR-90 has energy to shoot those 2 turbolasers but not enough energy to fire the quad laser, or preform any other energy action that turn.

This means, a fully kitted out CR-90 with 2 single turbolasers, a quad laser, a ion reactor, it can store 16 energy. Of that 11 of it is allocated to the hardpoints and the ion reactor. So depending on how much energy you can gain per turn, it could take a while before the CR-90 has enough stockpiled to really let lose with everything.

Edited by VanorDM

Am I wrong?

No you're right. Here's the section from the rules that covers that.

2. Allocate Energy: The huge ship’s controlling player may remove energy tokens from his Ship card and place them on any cards with an energy limit that are equipped to this ship. He cannot place energy tokens on a card in excess of its energy limit.

Thanks @VanorDM. Another question:

In step one it says "The ship gains a number of energy tokens equal to the number of energy icons shown on its chosen maneuver." THEN step two obviously follows, which, as you said, states remove energy tokens from the ship card and place them on upgrade cards.

To me this says, if your ship's Energy Limit is 5, and last turn you gained maximum energy and did not spend any from your ship card, then if you gain more from a maneuver, you cannot add them to your ship card. Therefore, if you then recharge the upgrades you used last turn, you are short energy.

Seems like a smart way to strategize energy consumption, but I want to make sure I am understanding it correctly.

To me this says, if your ship's Energy Limit is 5, and last turn you gained maximum energy and did not spend any from your ship card, then if you gain more from a maneuver, you cannot add them to your ship card.

That's how I read it too, based on this...

If at any time a card has a number of energy tokens that exceeds its energy limit, immediately return the excess energy tokens to the token supply.

So as I understand it, it's not like a focus or evade token that lasts until the end of the round. If at any point at all you exceed your energy limit you don't get any more. So if you have 5 energy on the Aft of your ship, you don't get any more when you perform a maneuver. So you'll want to spend any excess energy you have every round... Or at least enough to make sure you don't go over your limit based on what your next maneuver will be.

I'm very excited about these rules, they add a lot of depth to the huge ship play.

Edited by VanorDM

Well, you can still shoot your Quad Laser Cannon if you only have 1 energy on it, you just can't use it again if you miss.

But I really like the Energy rules. Especially with how Ion tokens affect energy production. Ion Pulse Missile's 2 Ion tokens will cause some issues if you are trying to recharge.

Well, you can still shoot your Quad Laser Cannon if you only have 1 energy on it, you just can't use it again if you miss.

I didn't bother reading the card, just looked at the max energy value. :) But now that you mention it, yeah it's 1 energy to shoot and another to use the built in gunner effect.

Now that I've taken a good look at the energy rules. Ion really hurts the big ships a fair amount. Bombers with Ion Pulse missiles can really mess up a CR-90.

Imperials really do have to pack a bomber or 2 with Ion Pulse Missiles. It sort of takes the bite out of the Ionization reactor if you can prevent them from generating a bunch of energy. And of course, still in love with Rexlar Brath with an Ion Cannon. Can't wait till we see the damage decks for these ships. Hell, Rexlar is going to be amazing against the huge ships regardless. Crits galore.

Edited by Sithborg

And of course, still in love with Rexlar Brath with an Ion Cannon.

Yeah I think Defenders with Ion Cannons could do a lot to keep the huge ships from doing a lot. Got the shields, speed and dial to keep strafing it with ion shots.

Another interesting part of this is, that if you take out the aft section of the CR-90, it effectively can't produce energy... Because the energy capability is on the aft card.

We don't know that yet. We don't know what the Crippled side of the aft section looks like. I imagine that it will have a lesser energy capacity, but we don't know yet. I doubt it will be have no energy capacity.

And of course, still in love with Rexlar Brath with an Ion Cannon.

Yeah I think Defenders with Ion Cannons could do a lot to keep the huge ships from doing a lot. Got the shields, speed and dial to keep strafing it with ion shots.

Another interesting part of this is, that if you take out the aft section of the CR-90, it effectively can't produce energy... Because the energy capability is on the aft card.

That depends, the rules say the crippled section flips it's card to the "crippled" side and that that side has reduced stats, but I can't recall seeing an example of what those stats are, it might be just a reduction from 5 to 1 or 2, which is a big hit but it can still limp along and power some things. I think that's more likely since otherwise the aft becomes the obvious first target.

Edit: NINJAS EVERYWHERE!

Edited by Vonpenguin

We don't know that yet.

Oh I must of missed that, I didn't know there was a crippled side to the cards. That makes more sense, otherwise you could effectively eliminate the CR-90 by only taking out the aft.

Yeah, the crippled side of the card was a complete surprise when I was reading the rules. The rules only mention a reduced upgrade options, that force you to discard some upgrades (which makes the Tantive IV title a bit more interesting).

After clarifying in the posts above that all energy cards and the ship card can store energy, is it just me or do we not get enough energy tokens?

I also notice that their are 7 shield tokens, and the transport needs 4 and the x wing 2. We might have some kind of huge ship shield upgrade.

star-wars-x-wing-rebel-transport5.jpg

Edited by AdmiralThrawn

Well based on what we know you get with the Transport, and it looks like there may be 6 energy tokens there.... That should be enough for the GR-75.

The ship card holds 4, and the title gives +2. None of the cards we know of that come with the GR-75 hold energy. Those are all in the CR-90 pack, which seems to come with a lot more energy tokens.

That would depend on how many energy storing cards the transport has, I don't think any have been spoiled so far, though we have one that raises the cap I think. Looks to be about six tokens which should be enough.

Edit: Ninjaed twice in one day. One more and I must perform Seppeku.

Edited by Vonpenguin

Very excited and very happy to see the Bright Hope as a ship title along with Toryn Farr as crew!

I also notice that their are 7 shield tokens, and the transport needs 4 and the x wing 2. We might have some kind of huge ship shield upgrade.

Just like the TIE Defender has an Evade token…

So big ships and cards still count against my 300pt limit, but are also measured by their own epic point costs?

Yep. Basically, with 5 epic points, you can do either two transports, a blockade runner and a transport, or just one single ship of each type. No two blockade runner builds.

Unless you play Epic Team where each teammate gets 200 points and 3 Epic points... I can see two corvettes circling the table like a pair of sharks...muahaha!

Unless you play Epic Team where each teammate gets 200 points and 3 Epic points... I can see two corvettes circling the table like a pair of sharks...muahaha!

Why stop there. Play reb. on reb. and watch the slug-fest between four corvettes. It would be quite the different type of dog-fight from what we are used to.

What happens when a Huge rams another Huge...

What happens when a Huge rams another Huge...

That's how YT-1300's are born.

From the rules:

overlapping huge ships
When a huge ship executes a maneuver and the final position of one of
its sections overlaps one or more huge ships, use the standard rules for
overlapping ships as described on page 17 of the core set rulebook.
However, the huge ship that moved does not skip its “Perform Action” step. Instead,
both huge ships are dealt one faceup Damage card; each player draws this
Damage card from the deck that corresponds to his ship’s affected section.