X-Wing side missions brainstorming for Hero's ships

By Texx, in Star Wars: Imperial Assault

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 :P ), 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.

I would say ETA-2 for the Jedi those give A-Wings a run for their money

I think you might be overthinking this a bit. Not every character in star wars is a master pilot.

Personally, I would keep the characters as more ground focused.

What I have tried to work out is a boarding action. Basically, a ship pulls up adjacent to an ioned large or epic ship, and off loads a crew to wreak some havoc.

Use a crew slot to be a boarding team, or imperial assault skirmish set up.

Edited by That Blasted Samophlange

I agree with the post above. Boarding action to me also sounds as a good way to combine IA and x-wing. This is similar to the X-Wing and Tie Fighter PC Games.

In this way every character has their own role in the mission.

The starfighter pilots take care of space superiority while the strike team takes over the hostile vessel. The heroes can be crew members in a rebel freighter such as the YT-1300 or the YT-2400. Or the imperials can be crew members of a lambda class shuttle or VT-49 Decimator. Depends on how you would like to see the mission.

Some upgrade cards can be used to represent the crew members such as Weapons Engineer, Mercenary Copilot and of course Luke Skywalker.

Jyn Odan can have her own ship as a smuggler. Maybe as the Outer Rim Smuggler or the Wild Space Fringer. Or she can maybe replace Eaden Vrill or Leebo.

Many possibilities! :-)

While I could see the idea of a boarding action as a good idea, this would just entail two games for the same side mission (x wing game first, then an Imp assault game after). The main reason for this idea is to give a bit of a change of pace to a campaign with having a 1 off x wing mission. Plus the Rebels are classified as 'heroes', so I would assume they would be decent pilots. They have PS down around red squad level, so better than rookies/acadamies but no where near say Luke or Han. This allows for some senario flexibility by having the empire gunts at PS 1 or 2, while having the elite versions at 4 to 6 (with royal guards giving the heroes a harder time).

Ok I don't have X-Wings personally but have played it once and saw enough playthroughs of it. I don't think the heroes should have personally starships. The way I see it, the rebels heroes in Imperial Assault a more of an elite strike team. Yes, maybe 1 or 2 could be starpilot (Jyn as a smuggler could have her own "Millenium Falcon type, and maybe even Mak as he's a renegade). But I feel they should just be onboard a ship and trying to board a ship or land on a planet.

I think it's a good idea to mix both games but maybe like in Descent, that you have 2 encounters. For instance, the a small rebel team has to infiltrate a big imperial cruiser. Naturally the cruiser saw them coming miles away so a space battle develops. This space battle last 6 rounds and then the mission goes to the second part/encounter of the mission. If the imperial has more fighters in play, they have a benefit in the boarding mission (1 or 2 free deployments). If the rebel have more fighters still in play, they have a benefit (for instance more rounds to complete the mission).

The rebels could board the cruiser and have to save a diplomat to sign an official alliance or they have to retrieve data from a terminal so they can find a secret medical center. During the time of encounter 2 the space battle would be in full swing and so at the end of each round, each side could make one space attack. In the scenario I stated above, the Imperial player could make one attack with one of his starships against one of the rebel starfighters. The Rebel player can make one attack against an Imperial starfighter or even against the cruiser...

Just an idea...maybe I just saw too many Star Wars these days :D

I'd go a different direction. I'd give them one of the large-base ships and expand the crew slots as necessary and give each hero a crew card that similar to their abilities (granting additional crew slots as needed). Then you could still have points left over for "Rebel Escorts" in the form of generic/named Rebel ships from the existing game. I'd probably go one of the YT models (I'd say the 2400 makes the most sense, since this is a military insertion ship), but I could see an argument for the Lambda or Firespray out of faction.

If I were going to assign existing crew cards to each hero I'd prolly say the following:

Jyn - Navigator (Smuggler/Pilot type of ability)

Fenn - Gunner (Obviously I see this guy manning the guns!)

Mak Eshka'rey - Intelligence Officer or Recon Specialist or both (Spy/scout type of guy)

Diala - Lando? Flight Instructor? (I am thinking something that gives a defensive boost to represent her Jedi foresight)

Gideon - Tactition (this seems obvious...)

Ghaarkan - Chewbacca or R2-D2 crew. (Thinking hes the mechanic guy keeping the ship alive).

I might put a rule in that you can use any number of their cards each turn, but you have to "tap"/exhaust them and only 1-2 card(s) per turn refresh during activation. Prolly put the squad cost in the 40-45pt Range assuming you go with the fringer. A little cheaper than if you bought the upgrades but with the limitations I think its not too unfair.

EDIT: forgot Gideon.

Edited by Hida77

My current thought is to integrate custom x-wing scenarios as preludes or postludes to missions where appropriate. The outcome of the x-wing scenario would influence the linked mission or vice versa by introducing bonuses or penalties. I would start each rebel in a basic (bandit squad) Z-95 except for maybe the smuggler who would get something like a Hawk or maybe a ship with a slightly better pilot skill. Then I would give each player 10 staring "requisition points" to spend on upgrades. Upon completion of each x-wing scenario each hero would get at least 5 skill points to spend on upgrading their ship (which would include getting a ship with a better pilot skill) and at least 5 requisition points to spend on upgrades. Additional skill and req points would be awarded for successful mission results. Credits could be conveted to req points at a ratio of 100:1 and when upgrading ships, the cost of their current ship is discounted from the coat of the ship they wish to "purchase". Likewise, Skill Points could be converted from XP at a ratio of 10 skill points for every 1 XP. My justification behind all of this is that the hero players are rebel commandos and it seems reasonable to assume that they would all at least have some rudimentary pilot training/experience and be outfitted by the Rebel Alliance with ships to facilitate the executions of their missions.

Anyway, this is all just preliminary at this point and will be tweaked as further play testing is conducted. Now to figure out how to integrate Armada...

Edited by Otakuon