2 Idea's for a rules change for Epic

By X Wing Nut, in X-Wing

not major ones just one to make the game a little more interesting the other a little fix

1. When a epic ship is destroyed/crippled it should stay in the play area as a obstacle. My reason for this is as I think about it a ship that big wouldn't just vaporise when destroyed/crippled there would be something left and instead adding more debris clouds leaving the ship on the table would look more epic :P

2 The transport only has one ship card and 1 action I think the reinforce action should cover the hole ship not just 1 section (I think it should have had one damage deck to but we cannot change that). I do think that little change would be a big help to a ship that has no weapons. if not a rule change a cargo upgrade for the same effect would be good or a modification for all huge ships that does the same. could cost you 1 energy to do it? if you think it needs a price to pay so its not to powerful

what do you all think?

I wouldn't mind

The transport could use a little help imo.

For a ship that has no weapons surely wouldn't hurt

But then I guess you'd only ever pick one title

I can only repeat myself: Make Non-Huge primary attacks weaker. Simply discard half of the successes rolled, starting with crits first. That way your huge ships will live longer and not have to fear those stupid swarms (be it regular TIEs or Interceptor swarms - I love swarms, but they shouldn't be autodeath to huge ships); your opponent need to bring heavy stuff then (missiles, torpedoes, cannons).

I only wish for a rule change to allow crippled sections to be shot through.

Transport really could use some love. Guessing one of the cards in the Gozanti let's you give a turret hard point to a huge ship. That helps all the big guys though so maybe not. If nothing else the transport should be allowed an action out of each half, just like the others.

You could easily amend the Expanded Cargo Hold to read:

When you execute a Reinforce action, you may place a Reinforce token on both sections of the ship.

Once per round, when you would be dealt a faceup Damage card, you may draw that card from either the fore or aft Damage deck.

That would limit the impact of that rule change.

I just want a ton of debris tokens so we can put them in the place of destroyed ships. 1 for a small/large base ship, 2 for a huge ship.

Too bad I'm not getting more of Wave 5 to make that happen.

Transport really could use some love.

When did this become a common notion? Until a few months ago all I ever heard anyone say was that the transport was easily the best huge ship. Significantly outclassing the cr-90. I haven't seen anything in the raider or anywhere else that would alter that in a significant way, but a few months ago I started seeing lots of people claiming the transport was weak. What gives?

Transport really could use some love.

When did this become a common notion? Until a few months ago all I ever heard anyone say was that the transport was easily the best huge ship. Significantly outclassing the cr-90. I haven't seen anything in the raider or anywhere else that would alter that in a significant way, but a few months ago I started seeing lots of people claiming the transport was weak. What gives?

I'm not sure about a few months ago but the only change I know of is that Huge Ships start with full energy now, likely making the CR-90 better at shooting things down right off the bat.

Yeah, that gives it a much better opening, but it's still going to be just as starved for energy as before after the first round or two.

I'm still partial to the transport, and have no regrets that my Rebel fleet contains two of them and a whopping 0 CR-90s. In a triple-comms or cheap Great Wall support role they are fantastic if flown well, and hilarious if not.

Even in the oft-lambasted tanked up Slicer role, a pair of them (or even just one) can VERY quickly shred any plan that relies on good flying (R3 triple stress off a huge base is nothing for an overbuilt Ace to sneeze at...and if backed up by a second transport Slicing...bad news. You might not kill the 105-110 points you spend on the things, but forcing your opponent to fly radically differently to avoid your starbound psychic hate whales should create some fairly exploitable situations that allow the rest of your fleet to pull more than its weight.

Like the Shuttle or HWK, the GR75 is not the most straightforward tool in the box, but it is still one of my favorites. And the more they are underestimated, well, the better they are.

On the flipside, well-flown TIE Fighter swarms melt them unreasonably fast. I do think Reinforce should maybe be a CONSTANT state on both sections of huge ships, with the action adding a second token on the chosen section (meaning if a ship throws all power to frontal shields, you best go for the glowing boss fight weak spot or bring Torpedoes). Don't think the Transport needs any special help, though. Maybe a modification that adds a fourth cargo for maximum antics.

You could counterbalance a Reinforce errata with denying Huge ships their extra agility at R3 or behind obstacles...because huge. You'd have to reprint that one Raider title, though.

Edited by DerFrownmacher

My favourite: Huge ships discard one damage card per attack from all non-Huge attacks.

So your favored weapons end up being HLCs and Munitions, because you need to punch through 1-2 points of damage mitigation to even scratch the thing. A horde of TIE fighters can still strip an un-reinforced section of its shields, but will struggle immensely to actually hurt that big fat hull. Ion cannons will drain energy and shields, but likewise not actually cripple the ships infrastructure...

And huge guns remain unaffected, so MORE DAKKA remains as valuable as ever. :)

I do think Reinforce should maybe be a CONSTANT state on both sections of huge ships, with the action adding a second token on the chosen section (meaning if a ship throws all power to frontal shields, you best go for the glowing boss fight weak spot or bring Torpedoes). Don't think the Transport needs any special help, though. Maybe a modification that adds a fourth cargo for maximum antics.

You could counterbalance a Reinforce errata with denying Huge ships their extra agility at R3 or behind obstacles...because huge. You'd have to reprint that one Raider title, though.

Even before Huge ships came out, I bad been working on a set of house rules for one. My idea was that they should have Armor, and thus ignore the first damage delt per attack.

I actually do like your way of dealing with it slightly more. :)

I think the idea of Armor could be errated into the Huge ship rules without too much problem, and the reinforce action could work as you describe. If that happens, I'd also want Torpedoes to ignore Armor. That would make Torpedoes functionally different from Missiles in Epic games.

I also think the concept of Armor for Huge ships would help draw the distinction between Large Zero Agility ships like the Decimator and Huge Zero Agility ships like the Gozanti.

Here was a set of destroyed huge ship rules. Basically roll a red dice on this table.

  • Blank Tumbling Wreck reeling from the last hit the hull of the ship continues to more erratically being pushed my explosions and misfiring thrusters. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 in the direction of its last move. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Focus Drifting Hull like a ghost eerily quite the remains of this ship drifts aimlessly across the blackness of space. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 straight. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Hit Blown Away After the last few lasers hit the mark, the ship burst into flames before scattering debris. Each ship at range 1 rolls 1 red die and suffer <hit> or <critical hit> effects. Place 1 Debris cloud obstacle token touching the base of the huge ship then remove the huge ship from the table.
  • Critical Hit Chain Reaction Only a chain reaction can destroy a battle station of that size. Each ship at range 2 is dealt 1 face down damage and each ship at range 1 is dealt 1 face up damage card. Place 1 debris cloud token touching the base of the ship for each section card the huge ship has then remove ship from the table.

As for reinforce maybe not because you would want to protect the front. Not to mention that reinforce doesn't go away like evade tokens so there needs to be a section to counter the action.

Edited by Marinealver

I love that Idea of rolling a red dice to decide the outcome of destroyed huge ship. the Idea of the crit is very thematic.

as for the reinforce if the transport had 2 ship cards like the others then reinforcing one section makes sense but with 1 ship card, if 4 or more ships can shoot at both sections then reinforcing 1 does not hep the ship. When the Raider and the CR90 suffer the same problem you can protect the section you want from attacks. yes the other section can still be targeted with out the reinforce token but at least the hole ship wont blow up and you have some little control where your enemy will attack. I really think the rule change idea should only applied to the transport because it only has 1 ship card. It would be to much for the Raider and CR90 without a cost.

There are no tournaments for Epic, right? So you're free to do any rule changes you like and that your opponent will agree to.

Here was a set of destroyed huge ship rules. Basically roll a red dice on this table.

  • Blank Tumbling Wreck reeling from the last hit the hull of the ship continues to more erratically being pushed my explosions and misfiring thrusters. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 in the direction of its last move. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Focus Drifting Hull like a ghost eerily quite the remains of this ship drifts aimlessly across the blackness of space. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 straight. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Hit Blown Away After the last few lasers hit the mark, the ship burst into flames before scattering debris. Each ship at range 1 rolls 1 red die and suffer <hit> or <critical hit> effects. Place 1 Debris cloud obstacle token touching the base of the huge ship then remove the huge ship from the table.
  • Critical Hit Chain Reaction Only a chain reaction can destroy a battle station of that size. Each ship at range 2 is dealt 1 face down damage and each ship at range 1 is dealt 1 face up damage card. Place 1 debris cloud token touching the base of the ship for eac hsection card the huge ship has then remove ship from the table.

As for reinforce maybe not because you would want to protect the front. Not to mention that reinforce doesn't go away like evade tokens so there needs to be a section to counter the action.

I see someone else was a fan of Battlefleet Gothic.

Transport really could use some love.

When did this become a common notion? Until a few months ago all I ever heard anyone say was that the transport was easily the best huge ship. Significantly outclassing the cr-90. I haven't seen anything in the raider or anywhere else that would alter that in a significant way, but a few months ago I started seeing lots of people claiming the transport was weak. What gives?

This people probably don't play with the Slicers upgrade. Only them can the full power of the transport be seen :)

Edited by eagletsi111

The Transport is pretty amazing for its cost. It also has a lot of ways that you can effectively build it. I still think it's a much better deal than the CR-90.

Here was a set of destroyed huge ship rules. Basically roll a red dice on this table.

  • Blank Tumbling Wreck reeling from the last hit the hull of the ship continues to more erratically being pushed my explosions and misfiring thrusters. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 in the direction of its last move. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Focus Drifting Hull like a ghost eerily quite the remains of this ship drifts aimlessly across the blackness of space. Leave the huge ship on the table for obstacles and treat it as an obstacle in the huge ship rules. At the start of the activation phase the huge ship moves 1 straight. If this maneuver takes the ship off the table edge remove the ship. If this maneuver causes it to overlap an obstacle or another ship follow huge ship overlaps rules then roll again on this chart and apply the new effect.
  • Hit Blown Away After the last few lasers hit the mark, the ship burst into flames before scattering debris. Each ship at range 1 rolls 1 red die and suffer <hit> or <critical hit> effects. Place 1 Debris cloud obstacle token touching the base of the huge ship then remove the huge ship from the table.
  • Critical Hit Chain Reaction Only a chain reaction can destroy a battle station of that size. Each ship at range 2 is dealt 1 face down damage and each ship at range 1 is dealt 1 face up damage card. Place 1 debris cloud token touching the base of the ship for eac hsection card the huge ship has then remove ship from the table.

As for reinforce maybe not because you would want to protect the front. Not to mention that reinforce doesn't go away like evade tokens so there needs to be a section to counter the action.

Holy crap I like this a lot!