Hardpoints, cargo or teams on non huge(or epic) ships.

By DariusAPB, in X-Wing

This is another hypothetical.

What would work, what ships, what cards?

Skipray with turbolasers?

Assault transports with stormtrooper teams?

Guardian cruisers with quadgun batteries?

Skiprays are too small for turbolasers. :P

Guardian cruisers aren't though, and they only clock in at ~65 metres.

Actually, wookiepedia says 42 metres.

It also says that a 42 metre ship can carry 10 TIE LN's on an external rack. But that sounds silly.

Edited by DariusAPB

I would say keeo them to epic. But create epic titles for specific ships that cost some points and 1 epic point to add energy, epic actions, and epic upgrade slots like Hardpoints.

Along with a rule thst says something like,

When a large ship with an epic mod does a green manuever it gains 2 energy. When it does a white maneuver it gains 1. When it does a red manuever you may remove two energy instead of gaining a stress token.

Edited by Aminar

This is something I have been considering while designing an RPG expansion to the XWMG. I can see the YTs and a few other ships having room for a cargo slot, so something like Slicer Tools could be taken, though the problem I'm running into is that I then need to import the energy resource rules onto the smaller ships, and I'm not sure how best to go about doing that, or whether its a good idea. Personally, I like the idea of bringing the cargo slot onto the freighters and other ships where it could thematically work, though. I suppose a blanket rule of Large-Based ships can only can gain 2 energy on a 1 forward, 1 energy on a 2 forward, and everything else would be blank, plus a smaller cap of energy, like 2, maybe 3 tops.

Heck even hardpoints might work if you replace some of the existing weapons on ships. Again limiting the modifications to Large based ships, drop a Single Turbolaser on a YT-2400 or a Decimator in place of its primary weapon for a bit of a "sniper" build on a smaller ship. That being said, the one thing I'm not sure of is the scale of a turbolaser, so perhaps that's a bit of a stretch.

However, incorporating such rules on the existing ships could open up the builds for some AWACS style freighters, too, which is fine in my book, since I've been trying to split the pilots into a three different build paths (Fighter pilots, Support pilots, and Commanders). That being said, it might be stepping on the toes of my Commander build path, since they're the only ones who currently have access to the Epic ships.

All in all, I think it's a neat idea, though definitely one that warrants some playtesting.

Yeah, any attempt to let a non-huge ship take those types of upgrades also requires dealing with the energy mechanic, which would probably create all sorts of weird conflicts and interactions that would be to difficult to work out.

This is something I have been considering while designing an RPG expansion to the XWMG. I can see the YTs and a few other ships having room for a cargo slot, so something like Slicer Tools could be taken, though the problem I'm running into is that I then need to import the energy resource rules onto the smaller ships, and I'm not sure how best to go about doing that, or whether its a good idea. Personally, I like the idea of bringing the cargo slot onto the freighters and other ships where it could thematically work, though. I suppose a blanket rule of Large-Based ships can only can gain 2 energy on a 1 forward, 1 energy on a 2 forward, and everything else would be blank, plus a smaller cap of energy, like 2, maybe 3 tops.

Heck even hardpoints might work if you replace some of the existing weapons on ships. Again limiting the modifications to Large based ships, drop a Single Turbolaser on a YT-2400 or a Decimator in place of its primary weapon for a bit of a "sniper" build on a smaller ship. That being said, the one thing I'm not sure of is the scale of a turbolaser, so perhaps that's a bit of a stretch.

However, incorporating such rules on the existing ships could open up the builds for some AWACS style freighters, too, which is fine in my book, since I've been trying to split the pilots into a three different build paths (Fighter pilots, Support pilots, and Commanders). That being said, it might be stepping on the toes of my Commander build path, since they're the only ones who currently have access to the Epic ships.

All in all, I think it's a neat idea, though definitely one that warrants some playtesting.

That keeps the adaptability of ships like the Falcon down.

The issue with this idea is a lot of those upgrades involve the Energy rules, which should remain in Epic.

The issue with this idea is a lot of those upgrades involve the Energy rules, which should remain in Epic.

This is something I have been considering while designing an RPG expansion to the XWMG. I can see the YTs and a few other ships having room for a cargo slot, so something like Slicer Tools could be taken, though the problem I'm running into is that I then need to import the energy resource rules onto the smaller ships, and I'm not sure how best to go about doing that, or whether its a good idea. Personally, I like the idea of bringing the cargo slot onto the freighters and other ships where it could thematically work, though. I suppose a blanket rule of Large-Based ships can only can gain 2 energy on a 1 forward, 1 energy on a 2 forward, and everything else would be blank, plus a smaller cap of energy, like 2, maybe 3 tops.

Heck even hardpoints might work if you replace some of the existing weapons on ships. Again limiting the modifications to Large based ships, drop a Single Turbolaser on a YT-2400 or a Decimator in place of its primary weapon for a bit of a "sniper" build on a smaller ship. That being said, the one thing I'm not sure of is the scale of a turbolaser, so perhaps that's a bit of a stretch.

However, incorporating such rules on the existing ships could open up the builds for some AWACS style freighters, too, which is fine in my book, since I've been trying to split the pilots into a three different build paths (Fighter pilots, Support pilots, and Commanders). That being said, it might be stepping on the toes of my Commander build path, since they're the only ones who currently have access to the Epic ships.

All in all, I think it's a neat idea, though definitely one that warrants some playtesting.

With low energy caps.(Say, 1-3) I can see the game being fairly balanced with the energy rules I edited into my post. Especially seeing no large ship should be getting more than one cargo slot and one hardpoint slot. There should be a 1 point epic only large ship only crew slot that becomes a team slot but is limited so they can trade a single crew slot for a team rather than adding team slots.

That keeps the adaptability of ships like the Falcon down.

I like your energy rules, though I feel like the Energy for Stress trade might be a bit strong, particularly in the case of a PTL YT-2400 with an Engine Upgrade. I like the idea of a limited team slot on large based ships, too, though I need to work on the mechanics of crew and teams in relation to player characters, yet. Good stuff though!

HwK title - you gain the Hard Point upgrade slot.

You may no longer move. Gain +2e per turn.

This is something I have been considering while designing an RPG expansion to the XWMG. I can see the YTs and a few other ships having room for a cargo slot, so something like Slicer Tools could be taken, though the problem I'm running into is that I then need to import the energy resource rules onto the smaller ships, and I'm not sure how best to go about doing that, or whether its a good idea. Personally, I like the idea of bringing the cargo slot onto the freighters and other ships where it could thematically work, though. I suppose a blanket rule of Large-Based ships can only can gain 2 energy on a 1 forward, 1 energy on a 2 forward, and everything else would be blank, plus a smaller cap of energy, like 2, maybe 3 tops.

Heck even hardpoints might work if you replace some of the existing weapons on ships. Again limiting the modifications to Large based ships, drop a Single Turbolaser on a YT-2400 or a Decimator in place of its primary weapon for a bit of a "sniper" build on a smaller ship. That being said, the one thing I'm not sure of is the scale of a turbolaser, so perhaps that's a bit of a stretch.

However, incorporating such rules on the existing ships could open up the builds for some AWACS style freighters, too, which is fine in my book, since I've been trying to split the pilots into a three different build paths (Fighter pilots, Support pilots, and Commanders). That being said, it might be stepping on the toes of my Commander build path, since they're the only ones who currently have access to the Epic ships.

All in all, I think it's a neat idea, though definitely one that warrants some playtesting.

With low energy caps.(Say, 1-3) I can see the game being fairly balanced with the energy rules I edited into my post. Especially seeing no large ship should be getting more than one cargo slot and one hardpoint slot. There should be a 1 point epic only large ship only crew slot that becomes a team slot but is limited so they can trade a single crew slot for a team rather than adding team slots.

That keeps the adaptability of ships like the Falcon down.

I like your energy rules, though I feel like the Energy for Stress trade might be a bit strong, particularly in the case of a PTL YT-2400 with an Engine Upgrade. I like the idea of a limited team slot on large based ships, too, though I need to work on the mechanics of crew and teams in relation to player characters, yet. Good stuff though!

Remember that individual large ships aren't as good in Epic because they go down much faster. But it would be really good on a PTL YT2400. Assuming it got an epic title that offers the same idea as the Outrider Title.

Edited by Aminar

Shuttle assault modification: Gain the TEAM upgrade slot, the shuttle is always assumed as having 2 energy on it's turn.

Remember just because Huge Ships are Epic does not mean all Epic Ships are Huge.

I have no problem with Large or Small base ships that use the Epic Mechanisms. Just as long as it is an all or none prospect. I.E. if you arm a Skipray with a Turbolaser it also the use the Epic Power System.

Shuttle assault modification: Gain the TEAM upgrade slot, the shuttle is always assumed as having 2 energy on it's turn.

For scenarios - why not?

How about a special modified and top secret shuttle armed with turbolasers?

Here's something I came up with to add Epic capabilities to an under-used ship, and handle the Energy management issue at the same time:

Title: Testbed. Cost: -2. Non-unique.

- This ship's card loses "<Attack> 1" and gains "<Energy Limit 3>".
- This ship's card loses "<Turret>" and "<Crew>" icons.
- This ship's card gains 1 each of "<Hardpoint>", "<Team>", and "<Cargo>" icons.
- When revealing your maneuver dial, gain 2 Energy if a green maneuver is revealed or 1 Energy if a white maneuver is revealed.
There are a ton of neat cards that Huge Ship owners can't play outside of Epic games, and this would provide a way to let them see some action. Plus Range 3-5 weapons would go a long way to keeping the Hawk alive, which appears to be its primary issue. Also, tying energy gain to maneuvers means that ionization works correctly from a small ship standpoint *and* energy generation standpoint.

I don't see why a version of this couldn't be applied to all Large ships as well.