Attack on Actaeon Station - Epic Mission (feedback welcome)

By heychadwick, in X-Wing Mission Control Technical Support and Feedback Forum

Hi Guys,

I will be done with Regionals this weekend and I've been itching to run an Epic game. The Raider isn't out yet, but I wanted to do something. I made up some rules for a space station that I plan on making out of plastic plates and/or bowls. Here's what I have for the station:

Command%20Tower_zpsikyrac28.jpg

Section%201%20-%204_zpsexx073pr.jpg

Space Station Rules:

Sections

There are four quarters to the space station, and a command tower. Each quarter has hull and shield, but the command tower does not. When 3 quarters are destroyed, the space station is destroyed. The space station does not move, but instead rotates each turn by one section. Just rotate it in a clockwise direction. It must rotate.

Command Tower: is Pilot Skill 2. It also has a 4 red dice main attack that is 360 turret and Range 3-5. It generates 4 energy each turn and can store 5 energy. If the tower has any Crew or Teams, they can be used either for the command tower or one of the sections once each turn. So, a Gunner can be used by either the tower or one section each turn.

  • Actions = Coordinate, Jam, Recover, Reinforce, and Target Lock.
  • Upgrades = 2 Crew, 1 Team, and 1 Cargo

Sections 1-4: has 4 Hull and 4 Shield.

  • Actions = Target Lock
  • Upgrades = Torpedo and Hardpoint

With this in mind, I made up a scenario. The Rebels are attacking a space station that they have been monitoring that also has a high level visitor (Moff Jerjerrod). Destroying the station and the Moff will be a blow to the Empire in this sector as it's a valuable waystation in the critical supply chain. To complete this mission, there are a number of famous Rebel resources, including the Tantive IV, Garven Dreis, and Chewbacca.

The Space Station is set up directly in the middle of the Imperial deployment.

Tantive IV can stick outside of the deployment if it is touching the rear table edge.

All other ships deploy in their respective deployment zone. d

No asteroids or debris fields due to the efforts of Imperial forces to keep the Station clear.

Rebel Forces

CR-90 - Tantive IV title

  • Fore Section = Single Turbolaser, Gunnery Team, Ionization Reactor, Mercenary Copilot
  • Aft Section = Single Turbolaser , Quad Laser Turret, Engineering Team, Gunnery Team, Sensor Team, Backup Shield Generator, Chewbacca

Attack Wing

  • Horton Salm = 2 x Proton Torpedo, Ion Turret
  • Grey Squadron Pilot = 2 x Proton Torpedo, Ion Turret
  • Gold Squadron Pilot = 2 x Proton Torpedo, Blaster Turret

Interceptor Wing

  • Green Squadron Pilot = Cluster Missiles, Veteran Instinct
  • Green Squadron Pilot = Cluster Missiles
  • Prototype Pilot = Cluster Missiles

X-wings

  • Garven Dreis = Proton Toredo
  • Red Squadron Pilot = Proton Toredo
  • Rookie Pilot = Proton Toredo

Imperial Forces

Space Station

  • Command Tower = Moff Jerjerrod, Sensor Team
  • Section 1 = Quad Laser Turret, Proton Torpedo
  • Section 2 = Single Turbolaser , Proton Torpedo
  • Section 3 = Quad Laser Turret, Proton Torpedo
  • Section 4 = Single Turbolaser , Proton Torpedo

Defense Squadron

  • Black Squadron Pilot
  • Obsidian Squadron Pilot
  • Academy Pilot
  • Academy Pilot

Interceptor Squadron

  • Sabre Squadron Pilot = Autothrusters
  • Avenger Squadron Pilot = Autothrusters
  • Kir Kanos = Autothrusters

Bomber Squadron

  • Gamma Squadron Pilot = Proton Toredo
  • Scimitar Squadron Pilot t = Proton Toredo, Proximity Mine
  • Scimitar Squadron Pilot = Proton Toredo , Proximity Mine

Nearby Ships

  • Patrol Leader (VT-49) = Gunner
  • Captain Kagi (Lambda) = Sensor Jammers

If the Space Station is destoryed, the Rebels win. If it is not destroyed, then the Imperials win.

I'd love some feedback and hope to try this out next week.

Edited by heychadwick

Hi Guys,

I will be done with Regionals this weekend and I've been itching to run an Epic game. The Raider isn't out yet, but I wanted to do something. I made up some rules for a space station that I plan on making out of plastic plates and/or bowls. Here's what I have for the station:

Command%20Tower_zpsikyrac28.jpg

Section%201%20-%204_zpsexx073pr.jpg

Space Station Rules:

Sections

There are four quarters to the space station, and a command tower. Each quarter has hull and shield, but the command tower does not. When 3 quarters are destroyed, the space station is destroyed. The space station does not move, but instead rotates each turn by one section. Just rotate it in a clockwise direction. It must rotate.

Command Tower: is Pilot Skill 2. It also has a 4 red dice main attack that is 360 turret and Range 3-5. It generates 4 energy each turn and can store 5 energy. If the tower has any Crew or Teams, they can be used either for the command tower or one of the sections once each turn. So, a Gunner can be used by either the tower or one section each turn.

  • Actions = Coordinate, Jam, Recover, Reinforce, and Target Lock.
  • Upgrades = 2 Crew, 1 Team, and 1 Cargo
Sections 1-4: has 4 Hull and 4 Shield.
  • Actions = Target Lock
  • Upgrades = Torpedo and Hardpoint
With this in mind, I made up a scenario. The Rebels are attacking a space station that they have been monitoring that also has a high level visitor (Moff Jerjerrod). Destroying the station and the Moff will be a blow to the Empire in this sector as it's a valuable waystation in the critical supply chain. To complete this mission, there are a number of famous Rebel resources, including the Tantive IV, Garven Dreis, and Chewbacca.

The Space Station is set up directly in the middle of the Imperial deployment.

Tantive IV can stick outside of the deployment if it is touching the rear table edge.

All other ships deploy in their respective deployment zone. d

No asteroids or debris fields due to the efforts of Imperial forces to keep the Station clear.

Rebel Forces

CR-90 - Tantive IV title

  • Fore Section = Single Turbolaser, Gunnery Team, Ionization Reactor, Mercenary Copilot
  • Aft Section = Single Turbolaser, Quad Laser Turret, Engineering Team, Gunnery Team, Sensor Team, Backup Shield Generator, Chewbacca
Attack Wing
  • Horton Salm = 2 x Proton Torpedo, Ion Turret
  • Grey Squadron Pilot = 2 x Proton Torpedo, Ion Turret
  • Gold Squadron Pilot = 2 x Proton Torpedo, Blaster Turret
Interceptor Wing
  • Green Squadron Pilot = Cluster Missiles, Veteran Instinct
  • Green Squadron Pilot = Cluster Missiles
  • Prototype Pilot = Cluster Missiles
X-wings
  • Garven Dreis = Proton Toredo
  • Red Squadron Pilot = Proton Toredo
  • Rookie Pilot = Proton Toredo
Imperial Forces

Space Station

  • Command Tower = Moff Jerjerrod, Sensor Team
  • Section 1 = Quad Laser Turret, Proton Torpedo
  • Section 2 = Single Turbolaser, Proton Torpedo
  • Section 3 = Quad Laser Turret, Proton Torpedo
  • Section 4 = Single Turbolaser, Proton Torpedo
Defense Squadron
  • Black Squadron Pilot
  • Obsidian Squadron Pilot
  • Academy Pilot
  • Academy Pilot
Interceptor Squadron
  • Sabre Squadron Pilot = Autothrusters
  • Avenger Squadron Pilot = Autothrusters
  • Alpha Squadron Pilot = Autothrusters
Bomber Squadron
  • Gamma Squadron Pilot = Proton Toredo
  • Scimitar Squadron Pilott = Proton Toredo, Proximity Mine
  • Scimitar Squadron Pilot = Proton Toredo, Proximity Mine
Nearby Ships
  • Patrol Leader (VT-49) = Gunner
  • Omnicron Pilot
If the Space Station is destoryed, the Rebels win. If it is not destroyed, then the Imperials win.

I'd love some feedback and hope to try this out next week.

• Your space station ("Battlestation"?) is going to have a hard time using its harpoint upgrades without Energy.

• Your point cost structure is very skewed. You win by taking out 3 out of 104 points.

• Your Crew/Team structure is also very skewed. You should have crew and teams in each section unless you mean them to be automated.

• You have zero hull/shields on the command section, are you saying it (and the primary) can't be destroyed?

• I don't think you've thought through this cargo slot you've added:

Current Cargo:

• Backup Shield Generator - spend 1 energy to recover 1 shield

• Comms Booster - remove all stress / assign 1 focus token to that ship.

• EM Emitter - When you obstruct an attack, the defender rolls +3 defense dice

• Engine Booster - spend 1 energy to execute a white Straight 1 maneuver

• Expanded Cargo Hold - draw a damge card from fore or aft Damage deck

• Frequency Jammer - unstressed ship range 1 of jammed ship recieves stress

• Shield Projector - spend 3 energy to force enemy to attack you instead

• Slicer Tools - spend 1 energy to cause stressed ship to suffer 1 damage

• Tibanna Gas Supplies - You may discard this card to gain 3 energy.

• Ionization Reactor - Spend 5 energy / each other ship at Range 1 to suffer 1 damage / 1 ion token.

I've just come to your Command Tower rules that cover energy.

• 4 energy for 4 hardpoints seems very weak for a space station.

• Keeping track of Crew/Team sharing with the once only restriction will be tricky.

• And it seems like you are saying crew/teams can't be eliminated.

• That reminds me, are you going to have cripple versions of each section?

• Your adding all actions to the command tower only seems realistic. Why wouldn't each section Recover, Coordinate, or Jam? I could see it if you mean the sections to be little more than cargo pods. But I see no reason for them being responsible for their own section's shields.

• While I'm on that, 4 hull & 4 Shields seems weak to me. The aft section of the CR90 is 8 hull & 3 Shields.

• I don't fully understand the deployment of your space station. It sounds like you have it completely off to one side of the play area, in the Imperial deployment strip. Wouldn't it make more sense to have it in the middle of the play area so ships could fly around it and actually attack the other side?

• While I'm there, have you considered a rotation mechanic? I don't know that you have to go as far as to create a dial for it. Maybe just 1 or 0, direction change only after a 0 move.

Edited by gabe69velasquez

Space Station Rules: ... It generates 4 energy each turn and can store 5 energy...

• Your space station ("Battlestation"?) is going to have a hard time using its harpoint upgrades without Energy.

• Your point cost structure is very skewed. You win by taking out 3 out of 104 points.

• Your Crew/Team structure is also very skewed. You should have crew and teams in each section unless you mean them to be automated.

• I don't think you've thought through this cargo slot you've added:

Current Cargo:

• Backup Shield Generator - spend 1 energy to recover 1 shield

• Comms Booster - remove all stress / assign 1 focus token to that ship.

• EM Emitter - When you obstruct an attack, the defender rolls +3 defense dice

• Engine Booster - spend 1 energy to execute a white Straight 1 maneuver

• Expanded Cargo Hold - draw a damge card from fore or aft Damage deck

• Frequency Jammer - unstressed ship range 1 of jammed ship recieves stress

• Shield Projector - spend 3 energy to force enemy to attack you instead

• Slicer Tools - spend 1 energy to cause stressed ship to suffer 1 damage

• Tibanna Gas Supplies - You may discard this card to gain 3 energy.

• Ionization Reactor - Spend 5 energy / each other ship at Range 1 to suffer 1 damage / 1 ion token.

- The Space Station does have Energy. It generates 4 a turn. The center holds it all, but you can store the energy on the upgrades, as well. Those are in the Sections. I think you just missed it.

- Hmmm....I hadn't thought about the points being too much if you can destroy 3/4 of it. That might be right, but I might want to test it. The ability that it turns can work in it's defense, making it much harder to destroy.

- As for Teams and Crew, you don't need them to fire weapons. A Decimator doesn't need a Crew slot to fire it's main weapons or fire it's Torpedo. The Command Tower holds special crew and can lend their expertise to either the Tower or one Section per turn.

-As for the Cargo, I thought that mos of them would work. Not all of them. But these do:

Current Cargo:

• Backup Shield Generator - spend 1 energy to recover 1 shield

• Comms Booster - remove all stress / assign 1 focus token to that ship.

• EM Emitter - When you obstruct an attack, the defender rolls +3 defense dice

• Engine Booster - spend 1 energy to execute a white Straight 1 maneuver

• Expanded Cargo Hold - draw a damge card from fore or aft Damage deck

• Frequency Jammer - unstressed ship range 1 of jammed ship recieves stress

• Shield Projector - spend 3 energy to force enemy to attack you instead

• Slicer Tools - spend 1 energy to cause stressed ship to suffer 1 damage

• Tibanna Gas Supplies - You may discard this card to gain 3 energy.

• Ionization Reactor - Spend 5 energy / each other ship at Range 1 to suffer 1 damage / 1 ion token.

EDIT: Thanks for the feedback. I do appreciate it.

Edited by heychadwick
I've just come to your Command Tower rules that cover energy.

• 4 energy for 4 hardpoints seems very weak for a space station.

Well, the station will be turning each turn, so you won't likely have most sections able to fire each turn. With the station off on one board edge, that is what will usually happen.

• Keeping track of Crew/Team sharing with the once only restriction will be tricky.

• And it seems like you are saying crew/teams can't be eliminated.

I figure the Crew/Team card can physically be shifted to the Section card that it supports for that turn. I don't think it's that complicated. I physically have a card for each section. As for them being eliminated, there are critical hit cards that do eliminate them. I can post those at the end.

• That reminds me, are you going to have cripple versions of each section?

No. I'll just flip it over. I'll have each section just be dead once it's done. It doesn't hold energy at all. It will just be dead once that happens. I have thought that maybe the Tower gains 1 less Energy per Section destroyed. What do you think about that?

• Your adding all actions to the command tower only seems realistic. Why wouldn't each section Recover, Coordinate, or Jam? I could see it if you mean the sections to be little more than cargo pods. But I see no reason for them being responsible for their own section's shields.

• While I'm on that, 4 hull & 4 Shields seems weak to me. The aft section of the CR90 is 8 hull & 3 Shields.

The way I picture it is the Command Tower holds the Bridge with all the important crew and equipment. Most of those Epic actions are done by specific crew and I only see them being in the bridge of the space station. The way I see it is that the Station is a mix of storage, living quarters, labs, work rooms, etc. There are weapons stations on the edge, though. Those will be the Single Turbolasers and Quad Lasers. Each section will be able to TL as the crew of those weapons will be able to. Oh, and it can fire the Torpedo Tubes if it wants.

As for the hull and shield, I didn't want to make it too much. I think the rotation could play a lot into it. If someone smashes the shields on one side, they have to wait 4 turns before it comes back that way again. It's possible that the Station uses 4 Energy to put those shields back at full. Even without repairing the shields, four turns is a long while to wait for the damaged section to come back around. It is quite possible, though, to slam each section per turn with the Tantive at a distance with the Single Turbo Lasers (it doesn't get Evade). The station can't keep repairing it's shields every turn and still fire back effectively. It will eventually be taken down....but will the defensive ships be able to help it out?

• I don't fully understand the deployment of your space station. It sounds like you have it completely off to one side of the play area, in the Imperial deployment strip. Wouldn't it make more sense to have it in the middle of the play area so ships could fly around it and actually attack the other side?

• While I'm there, have you considered a rotation mechanic? I don't know that you have to go as far as to create a dial for it. Maybe just 1 or 0, direction change only after a 0 move.

I want the situation to be that the incoming Rebels have to reach the Station to really fire at it. The snub nosed fighters can really put a pounding on the Station if they get in range, especially those Y-wings. The Imperials will really have to race out and intercept the enemy snub nose fighters and perhaps send out their own Tie Bombers to hit the Tantive IV. This requires space between the two or else they will be firing at each other starting at Turn 1. I can see maybe creating a scenario that might not be defined by blowing up the station where it is in the middle and all sorts of stuff is going on around it. Maybe even a 3 way fight with Scum. That's not quite what I want to do with it, though. I want to create a feel of capital ship pounding away at Station, which shoots at it, and it's up to the small fighters of each side to turn the tide to their favor.

As for mechanic, I do have an idea. I have a piece of wood that I will make into a square. That's what I'll use as the base for the station. I'll just turn that a full facing each turn.

I've continued adding to my first post.

Also you might find this paper model interesting

http://www.papercraf.../xq-2-platform/

http://www.mediafire...XQ2Platform.zip

If have some familiarity with RPGs you might convert its stats also.

I do dig that station! Thanks. I don't see that station, though, doing exactly as I envisioned what I wrote so far. I can throw together something with 2 plastic plates and a bowl that should be good enough. I will want to use that paper station at some point in the future, though!

• I don't fully understand the deployment of your space station. It sounds like you have it completely off to one side of the play area, in the Imperial deployment strip. Wouldn't it make more sense to have it in the middle of the play area so ships could fly around it and actually attack the other side?

• While I'm there, have you considered a rotation mechanic? I don't know that you have to go as far as to create a dial for it. Maybe just 1 or 0, direction change only after a 0 move.

I want the situation to be that the incoming Rebels have to reach the Station to really fire at it. The snub nosed fighters can really put a pounding on the Station if they get in range, especially those Y-wings. The Imperials will really have to race out and intercept the enemy snub nose fighters and perhaps send out their own Tie Bombers to hit the Tantive IV. This requires space between the two or else they will be firing at each other starting at Turn 1. I can see maybe creating a scenario that might not be defined by blowing up the station where it is in the middle and all sorts of stuff is going on around it. Maybe even a 3 way fight with Scum. That's not quite what I want to do with it, though. I want to create a feel of capital ship pounding away at Station, which shoots at it, and it's up to the small fighters of each side to turn the tide to their favor.

I see what you intend with the station at one end, but it still seems like an unfair advantage that the fighters can't get behind it. If that intent were to be implemented with complete consistently then you'd be leaving the CR90 on the other side unmoving as well. If you used a 3' by 6' play area, you could put the station in the center of one of the 3' by 3' sections. Then turret ships could swing around to target specific shields.

By the way, have you thought of the base you are going to have to create, with two blue lines seperating the four sections, and are you going to have four individual firing arcs as well?

18090548534_82fd9a71de_c.jpg

• Your adding all actions to the command tower only seems realistic. Why wouldn't each section Recover, Coordinate, or Jam? I could see it if you mean the sections to be little more than cargo pods. But I see no reason for them being responsible for their own section's shields.

The way I picture it is the Command Tower holds the Bridge with all the important crew and equipment. Most of those Epic actions are done by specific crew and I only see them being in the bridge of the space station. The way I see it is that the Station is a mix of storage, living quarters, labs, work rooms, etc. There are weapons stations on the edge, though. Those will be the Single Turbolasers and Quad Lasers. Each section will be able to TL as the crew of those weapons will be able to. Oh, and it can fire the Torpedo Tubes if it wants.

Cr90-corvette-fore.png Cr90-corvette-aft.png

Raider-class-corv-fore.png Raider-class-corv-aft.png

• Even when FFG knows where the "command section" is they've still given all sections actions.

It seems to me that you are being selective of which huge ship rules you are willing to incorporate and which you won't bother with for the sake of the scenario, and I find that compromising of the rules of the game that way unnecessary.

Edited by gabe69velasquez

Actually, it's suppose to be a 3x6 area. I selected that in the Mission Control bit. I do plan on having the station in the middle (or so) of the 3x3 area. Maybe a little more towards the side. There should be room for fighters to get back there if they are willing to make the trek.

EDIT: I did realize that it will probably be 4x6 as my local store has 2x4 sections painted to look like space that I can put together. So, it will have even larger playing area by a foot.

I do have a thin plank of wood that I am going to use for the base. I will make an X like you have to make 4 different firing arcs. The firing arcs will only be necessary for the Hardpoints and the Torpedoes. Oh, and to determine which side someone is firing on. The Command Tower's main weapon will be a 360 turret that fires range 3-5.

I'm not sure why you say I'm being selective on which rules I use. I'm trying to incorporate all the rules that I can into a static station. What rules am I leaving out? I'm trying to include all the rules that I can apply to the situation.

Edited by heychadwick

I kept updating my last post, but for one,
I consider the cripple side mechanic to be part of the rules.
Actions like recover are going to span several sections, which is not following established mechanics.
Perhaps I should have said you're creating mechanics to replace rules.
Maybe the way I followed the rules when I created my DP20 Gunship cards is throwing me off :

I gave both sections the reinforce action so that you'd never loose the option if you wanted to do another action with the only section that had it.

17812283260_f392fbc20e_c.jpg

Edited by gabe69velasquez

Isn't that a crippled section only still does actions? The only actions for a section that can get crippled is Target Lock. It can only be used for the hardpoint and Torpedo Tubes. Aren't the hardpoints destroyed when a section is crippled? So, it can't really do anything once crippled.

That's another reason I want all the actions in the Tower. For one, I think each section having too many actions would be too powerful. After that, I want the Tower to have to pick which action it wants to do that turn...and only one. That way it makes it a tough choice.

Looks fun.

I suggest that you make the game area 6x3 as this is the standard format and many people have game mats for this.

I am looking forward to hear your game test results of this as it is (in my experience) very hard to balance missions like this on paper. For eksample: is the 4-4 stats for the side sections enough? They may well be, but a determined Tantive IV could hammer a section down each turn with the Turbolasers and determined target lock. The empire player really would have to go for the throat of the Corvette with the bombers and the station armament before it gets within range and broadside the station.

Will it be available on Misson Control?

Looks fun.

I suggest that you make the game area 6x3 as this is the standard format and many people have game mats for this.

Thanks! I'll get to try it out next week.

Yep. I'm setting it up as the 6x3, but our store has painted table sections that will be easier for me to make it 6x4.

I am looking forward to hear your game test results of this as it is (in my experience) very hard to balance missions like this on paper. For eksample: is the 4-4 stats for the side sections enough? They may well be, but a determined Tantive IV could hammer a section down each turn with the Turbolasers and determined target lock. The empire player really would have to go for the throat of the Corvette with the bombers and the station armament before it gets within range and broadside the station.

Yes, I agree it's a challenge to try to balance it out without even trying it.

I did set it up so that the Empire would have to go for the throat of the Corvette with the Bombers. I was trying to avoid a suicidal rush on the Space Station to blow it up. What I came up with was more of a double rush idea. So....both sides need to take out the other big thing fast. The Rebels will have to watch out for those Tie Bombers and act a bit defensively as they approach the Station. Also, the CR-90 works best when it's firing a broadside and get both sections firing. It isn't easy to get within range and keep a broadside going (and stay on the table). So, I'm hoping it's a nice challenge for both sides. That's the theory, at least. :)

Will it be available on Misson Control?

It already is! You can search by me as author, or search by title.

Hmm.. when i download the mission from Mission Control I only get one page with the map and no sign of the mission text and forces and so on ..

.odd.....I have no idea.

I got the basis for my space station done. Still need detail work, but....

20150622_191611_zpscmpu4iiz.jpg

Edited by heychadwick

I made a slight change to the Imperial list. I wanted the Imperials to have some special characters, too. The Rebels get some, but I wanted there to be a little bit of flavor.

So...I think the general idea is that the Rebel attack is two fold. First is to blow up an important installation in the Imperial supply chain. That isn't worth risking on it's own, though. They are also after Moff Jererrod. I figured that maybe if I drop the Omnicron Group Shuttle for Captain Kagi w/ Sensor Jammer, it might make a more interesting story. When Cpt Kagi sees the rebel attacks, he knows that his job is to protect the Moff. He starts sending out signals and such that the Moff is on board his shuttle, which is suited with Sensor Jammers. This will give the Space Station more of a chance, which means Moff Jererrod more of a chance. It also makes the game play a little more interesting as people will have to kill Kagi before they can TL the station. The Rebels can't suicide run too easily with him around. It also requires the Imperials to realize they shouldn't sacrifice Kagi too soon, either.

I also dropped the Alpha Squadron Tie Interceptor as a PS1 Interceptor is just lame. I replaced it with Kir Kanos. He's the guy that if you use an evade token, he gets an extra attack die at R2-3. This is an interesting scenario that could actually use him. I figure he's rare enough as is that it could be quite game changing to have him. So...why not? People say he's crap, so why not see if he can shine in this scenario?

Edited by heychadwick

Why is this here instead of the relevant Forum? :huh:

I dont see any thing relevant for the mission control.....

Edited by 19Seven2

Because it was added to Mission Control and I was wanting feedback?

Where is the appropriate place to discuss scenarios put in Mission Control?