So, I have loving playing Imperial Assault so far, and have been a big fan of X-Wing miniatures for a while now as well. I still have many missions to go through, but thinking about the flexibility of how the system works for side missions, it got me thinking about trying to make some house rules to work in a few X-Wing side missions into the campaign structure. Note that all my friends that play Imp Assault also play X-Wing, so no problems there. Plus this idea brought up memories from playing The Old Republic, where you are usually on the ground, but every once in a while jump on your own fighter for a side mission.
Thus, this thread is going to be a bit of a brain-storming session, to bounce some ideas around, as well as get some info from you all on how to balance things out, while trying to stay true to the Imp Assault feel.
First things first, the ships:
Easiest way to do a side missions is to try and come up with pre-built rebel ships for each character. That way if they are about equal in points (say 33-35pts), it would be easy to swap ships in or out depending on what heroes were chosen.
I am also going to impose some basic restrictions on myself while trying this. First, I want each hero to fly a different ship. From the main game, each hero feels different, so I think it wouldn't quite feel right to have two heroes fly the same ship type. Also, I would like the theme of each ship to fit, either with what the ship's lore role is, how the ship normally flies in X-Wing, or both. I would like its abilities to mimic what each hero's abilities are at the start of the campaign (mainly their special abilities, plus the starting weapon).
Note, I am going to break 'some' squad building rules. This could be giving a missile to an X-Wing, taking off stats per the shield/hull upgrade points value to help balance, or even coming up with a new or improved EPT. Again, I'll try to keep this to a minimum, but if I have all the upgrade cards, it shouldn't be a big deal.
Ok, to the main section, what should each hero be flying in an X-Wing mission? (this is where I could use the most input). Also, what upgrades should each hero have to help it feel thematic, while being as balanced as possible.
Lets start with the 'easy' one: Gideon
So, he is the old reliable one, with mid-range shooting, giving out commands instead of his own actions, and with the ability to stun. So I feel like the Y-Wing is the perfect fit for him. Ion turret would be the closest thing to a 'stun', so that fits perfectly. Although a normal ship doesn't have it, I'll assume all the hero's will have an EPT, so Squad Leader seems like another perfect fit. Some other options to help raise his points up are: Flechette Torp (other style of stun), R2 mech (could be changed up), and probably hull and/or shield upgrade to make sure he doesn't get punked too fast.
So, the build I'm thinking of
Gideon (Gray Squad Y-Wing at 20) with ICT (5), Flechette Torp (2), R2 (1), Squad Leader (2), and shield upgrade (4) === 34 pts total.
PS4 (may want to bump that up or down, not sure).
I could also see giving him Dutch's TL ability for say 1 pt, I'll have to see how it goes.
This build allows something to do on the first R3 engagement (torp), and then spend the rest of the game 'stunning' with the ICT, while handing out an action as needed to a buddy to help them hit harder.
Moving on: Fenn
He is the semi-long range shooting, with decent tankiness, while wanting to stay by himself, with the ability to do AOE. Plus, he seems like the closest to the generic Rebel soldier. Thus, I think the X-Wing would be the best fit for him, with some tanky upgrades. First, he has to have 'Lone Wolf' (I mean, its exactly what's on his card right?). This will help with: being a more reliable shot (reroll red blanks), definitely help on Defense (rerolling 1 of 2/3 green dice is very nice), and has the side effect that he wants to stay AWAY from the group, which often means at R3. He will also get an 'Assault Missile' (call it an assault torp if it makes you feel better ), since that will mimic his blast ability very easily. The X-Wing can bit a bit squishy, so an extra shield upgrade would be nice. I'll throw in R2 mech to help him clear stress easier in case he gets extra (not as great as his Imp Assault clearing ability, but I'm trying). Lets throw in VI for a point, since the two point jump from Rookie to Red seems a bit too drastic).
The build:
Fenn (Rookie pilot X-Wing at 21) with Lone Wolf (2), Assault Missile (5), R2 mech (1), shield upgrade (4), VI (1) === 34 pts
PS4 currently, may want to make him PS5 for free, not sure.
So he has a 3 red dice gun, hangs out on the outskirts, throws a decent assault missile (with a single reroll), and can tank some damage with 3 hull/3 shields with a reroll. Decent all-around.
Ok, next is Diala:
So, she wants to be up close, but is quick, can dodge very well, and does consistent damage. She is also the Jedi, so an old Jedi-starfighter would work. However, we already have the next best thing: A-Wing. So, the best fit in my opinion would be Gemmer, but with an EPT base. Being at R1 to get a bonus green would encourage both being in 'melee' range, as well as helping her dodge. I think PTL is a given (can turtle up easy, and with 4 green plus focus/evade its also like rolling a dodge result), plus it helps her with speed or offense as needed. I'm also thinking about adding in what I call 'Adv. Outmaneuver'. Pretty much its outmaneuver that always works, so it's Wedge's ability for 4 points. This will help mitigate the 2 red dice, but she should be active to try and get R1 for a 3 red dice shot. Toss in a hull upgrade and Chardaan refit just because.
So the build:
Diala (Gemmer A-Wing with an EPT base at 22) with PTL (3) and Adv Outmaneuver (4) (with A-Wing test pilot title), hull upgrade (3), and Chaardan (-2) === 30pts
Currently PS5. I feel the build is very strong. However, not sure what to add (if anything) for the last few points). Proton Rockets could work (at 35pts), but it would be so amazing on this build, but maybe too good. Also shield upgrade might work, but she could be close to unkillable unless blocked. Possibly Auto-thrusters to help her at R3, but that would be counter productive. I would like feedback on this one for sure.
On to the Bothan: Mek
Again, another 'dodgy' character, with good tech, super long-range. So I'm thinking he get the E-Wing. So, to help him be dodgy, I think a Stealth device would fit well. At R3, he is rolling 5 green (hopefully with focus), so I don't think many people will want to take that shot. I think he could use FCS well, setting up shots and laying into them with TL while saving focus for defense as needed. For the last items, I'm thinking of two options. Something like Opportunist or Mangler cannon. Opportunist feels closer to his Imp Assault Ambush ability (stress and good timing for +1 red). However it can be used very well at R1 for a 5 red dice shot, so I'm not sure if I want to encourage that. The 'Mangler' cannon feels more like a sniper weapon to me, bypassing that R3 bonus for the target, while pushing through another crit (to semi-mimic the pierce bonus). I'll default to the cannon for now, say it takes the free EPT slot instead.
The build:
Mek (Knave Squad E-Wing at 27) with 'Mangler' cannon (4), FCS (2), Stealth device (3), and -1 pt since generic E Wings don't see much play === 35 pts
I think I'll make him PS3 (say VI for free). He doesn't have a ton of combo's going on, but there is a bit of room for a cheap astro or something. He will want to stay back and take R3 shots with the Mangler cannon, shooting last so his buddy's will have hopefully stripped shields first. Plus he could really use Squad lead from Gidean for the first engagement before FCS kicks in.
These last two I'm not sure on, but lets see...
The walking carpet, Gaarkhan
So, he is definitely tanky with the most health, wants to be very close to the action, gets pissed when shot, and has a cleave ability. So, I'm thinking that the ORS YT-1300 fits him the best, plus chewy flies one, so it fits theme wise. For sure I will give him ruthlessness (really neat cleave ability in X-Wing). I'll give him the falcon title for the evade, since once he gets low its almost as good as dead without it. If he is having major problems trying to stay alive, C3P0 would also be a good card, but might be a bit too much to start with. There are a few options for one more upgrade. Intimidation could work (feels like wookie, plus he makes him a natural blocker). Gunner could also work, since two red dice is kinda meh. Could also possibly use Predator or opportunist to help his shot, dunno. I'm also thinking about adding a new upgrade for his Rage ability. Say, once per turn, if you take 2 or more damage from a single shot, you gain either a focus token (for say 2pts) or an extra red dice on your next shot (for 3 points). I'm leaning toward the focus since its a bit safer and closer to his Imp Assault ability.
So, for the tentative build:
Gaarkhan (ORS YT-1300 at 27) with Falcon title (1), Ruthlessness (3), Gunner? (5), and Rage (2), and -1 or -2 pts since ORS isn't played much === ~36 pts
Leave him at PS1. It lets him charge ahead of the group first, and help block up stuff (since the group won't have another other blocker types). Again, not sure about gunner, could switch it for Preditor most likely, but not sure if he would hit hard enough, but it would save 2 points. *shrug*
Last one: Jyn
I'm the least sure on this one. She is mid-range, moves quick while shifting around, and is more dodgy on defense. So I'm thinking an Fringer TY-2400 would be best (and very thematic at that). The ship can go fast, and a big barrel roll build in, and *can* dodge with 2 green dice (although it is a bit more tanky than I would like). So I'll probably drop a shield off for -4 points or so. To get her back to 30 points, lets add in Opportunist (since that card exists in X-Wing, and it will help her with damage output with the 2 dice turret). However, I'd like to give her a higher PS, since she needs to BR out of arcs, so dunno if that's best. Another option would be predator combined with Corrin's ability for 2? pts. I'm leaning toward that, since she would then want to get to R1 (out of arcs if possible with BR), then shoot a 3 dice red with a reroll, then shoot again at the end of round with a second reroll). With the extra points, lets throw Leebo on to give her a little more movement options and an extra VI to help with PS. Lets try that...
The build
Jyn (Wild Space Fringer YT-2400 with -1 shield for 26pt) plus Predator (3) and Corrin's double-tap ability (2), Leebo crew (2), and VI (1) === 34 pts
She is at PS 5 (pretty suitable since she looks the part of a good pilot). She wants to be close (since she really needs the 3 red dice attacks) but can arc dodge decently, and has double tap. Again, Gideon's squad lead would be very helpful for her, since she will be stretched for actions often times.
So, there you have, all 6 heroes in a Y-Wing, X-Wing, A-Wing, E-Wing, YT-2400, and YT-1300. I haven't gotten to the scenarios yet, but having 3 teirs at say 65pts, 100pts, and 135? would be cool depending on how many hero's are taking part of the campaign. There are plenty of good ones out there for X-Wing (like the prototype Imperial fighter from Imperial Aces) that would be a good excuse to play.
Again, not sure if this is a good idea or not to try and mix the two games, but I figured I might as well post my thoughts and see what ideas and input the community has. Feel free to steal any ideas if it seems like a good idea for your gaming group.