House Rules for Huge ships

By Darth Vicious, in X-Wing Rules Questions

My guys really don't like the disparity in the rule sets between small/large ships and huge ships. If you look at every video game and even movie released, smaller ships have more of an impact than thought on these huge ships, especially the smaller huge ships we are familiar with.

I easily envision a huge ship being given an out line with certain sectors and weapons having compartmentalized sections of Shields, Hull, maybe weapons, maybe a very simple repair round at the end of the turn consisting of a D20 roll and a chart.

Basically, you have a squad connected unto itself with some tricks up its sleeve and escorts.

If anyone has this idea fleshed up, please pm me. I'f not, I'll work on it and make it available.

(1) This isn't a question about the rules of the game, but about homebrew. You probably won't get the responses or traffic you're looking for from this sub-forum.

(2) Starfighters and Large ships have an enormous impact on th Huge ships we already have, to the point of moderate imbalance: the CR-90 is commonly considered too weak for the point investment. So I'm not sure I can agree that this is a set of rules that need further development in that direction, if your aim is just to make them weaker.