Are carrier operations the future?

By patox, in X-Wing

This is all really impressive! I would be really excited to play carrier operations this way. I can envision objective based scenarios in team epic play that are all about carrier strike forces reducing a fixed emplacement, or carrier vs carrier battles.

I have some criticisms of your rules. It seems that a docked ship rolling for damage while aboard for repairs poses the thematic problem of the wounded ship suffering its final damage inside the hangar, which would basically destroy the repair facility with the dying fighter. Now you're looking for additional rules on how the carrier repairs itself before being able to do further repairs to other fighters.

I feel that only one health improvement per round for a docked fighter is inadequate for the investment and game mechanics complexity of the carrier.

I also think costing munitions stores at double their loadout cost is prohibitively expensive.

I'm not sure why you would penalize a freshly launched fighter from being able to attack until the round after launch.

I like your stress-to-damage rule on docking, and love the thematic idea of the firefighter droid. But the Dock Ability card needs to be reworded because it sounds like all stress tokens are removed on docking. In which case why have the droid?

I really have to say again I would love playing this approach! It just needs some tweaks and playtesting.

Something I've been working on for the last couple months. Surprisingly, some of the mechanics matches some of the responses to this thread.

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All feedback is welcome.

I have though of some actions for docking when trying to make up house rules for a star destroyer.

These are the actions I came up with.

  • Launch
  • Recharge Shields
  • Reload Action
  • Repair Action
  • Replace Pilot (for pilot critical damage cards)

· Restore shields. On an undamaged ship you may spend 1 energy to restore its shields to full (up the maximum amount indicated on the pilot card)

· Resupply. Roll an evade dice. On an evade result you may take one weapon card that was discarded after firing and place it back on the ship it was originally on. On a focus result you may spend one more energy to turn it into an evade result. Otherwise the action has ended with no effect and no more actions may be done for that ship this turn.

· Repair damage. Roll an attack die. On a Hit you may either remove 1 face down damage card from that ship or turn one face up ship critical damage face down. On a critical hit you may remove one face down damage or one face up ship critical damage. On a focus you may spend 1 energy to change it to a hit result. Otherwise the action has resulted with no effect and no more actions may be done for that ship this turn. (note: face up pilot critical damage may not be remove this way. Arc welders cannot repair broken ribs)

· Pilot swap. You may replace your pilot card with another non-unique pilot card of equal or lesser point cost that matches that ship. And move all damage and upgrade cards to the new pilot card. Then turn all face up pilot critical damage cards face down. Discard the pilot card that has been replaced and any upgrade cards that is not in the upgrade bar of the new pilot card. The new pilot is assigned to that docked ship.