One thing I notice coming up a lot is the belief that huge ships aren't worth their points: that is to say, a 130pt squad would just melt them. While there's definitely an element of us knowing the smalls and larges inside out and the same not being true of the huges, I find myself agreeing with the forum on this one. Every huge ship game I've played without a huge ship on the other side has been somewhat one-sided, and that lines up with the experience of others.
One obvious fix is to require use of the huge ship, but that does limit your building options.
Huges don't lack for firepower: they can compete with an equivalent list in damage dealing. Their issue is inconsistency: they can't modify their dice very well and their inbuilt modification (target lock) only modifies one attack (the attacks of several small ships replacing the huge are likely to all be modified). Therefore, I reasoned the best way to houserule the huge ship's power up without card errata is to enhance their dice modification.
All of these come with the house rule that huge ships cannot be affected by friendly pilot abilities.
Idea 1: Huge Ships have minifocus.
Once per attack, a huge ship may change one focus result to a hit result.
A huge ship can't receive focus tokens because it has a large crew: stress and focus don't apply. However, that doesn't mean all its gunners are completely unfocused. The benefit is this rule doesn't negate any abilities. It makes Single Turbolaser's ability a little less likely to trigger, but it does stack. Problem is applying to every attack for free all the time, although it does make lore sense. Doesn't make sense for the gunners to be worse shots when the pilots have to fly a ship at the same time, right?
Idea 2: Energy Focus
When attacking, a huge ships can spend one energy token from its aft section to change all focus results to hit results.
Against doesn't negate any abilities. Single Turbolaser is negated a little less that before. Mirrors equivalent in small ships in that flipping focus results has a cost. Problem is burning through the huge ship's limited energy pool, but it has a nice Power to Weapons vibe to it.
Idea 3: Universal Target Lock
Huge ships that perform the target lock action are instead assigned a target lock token (they target every ship) While a huge ship has a target lock token, it may reroll any number of dice on any attack it makes against a ship in target locking range. This token disappears at the end of the round.
This one makes a lot of lore sense (it's a huge ship covered in guns, how can it only target one ship?) but may be a little too powerful. It also renders Han Solo and one Raider title near useless. Makes Sensor Team work a bit differently.
Idea 4: Persistent Target Lock
Target Locks are not expended when a huge ship uses them to reroll dice.
Unlike Universal TL it doesn't render any cards useless or incompatible. It's one of the more elegant ideas but I feel it overly encourages focus fire on one ship and heavily encourages Weapons Engineer.
Idea 5: Unlimited Target Lock
Huge ships do not have a limit on the number of target locks they may maintain at once. They still only acquire one per target lock action.
The problem with this one is the potentially huge number of target lock tokens littering the board. Weapons Engineer overwrites it (its text limits you to two) giving the card a tradeoff. Nice interactions with the target locking Raider title. Nice interaction with Targeting Coordinator.
Idea 6: Both Sections Target Lock
Each section maintains its own target lock. When a huge ship performs a target lock action, both sections may acquire a target lock. A weapon may only spend target locks from its corresponding section.
Very powerful with Weapons Engineer but not as much TL spam as 5 and 7. Nice interaction with Targeting Coordinator. Makes one of the Raider titles pretty powerful.
Idea 7: Every Weapon Target Locks
When a huge ship acquires a target lock, assign one blue target lock token to the ship's fore section and one each equipped hardpoint. Each hardpoint may target lock a ship in range of its corresponding section. When attacking, a Huge Ship may only spend target locks corresponding to the weapon it is using.
Some interesting tactical depth to this one given you now all but select targets in the Activation Phase. This one's again fairly high token, and you'd probably have to ban Weapons Engineer from Huges with this one. Eight target lock tokens at once. Makes the Target Locking Raider title VERY powerful unless you limit it to the weapon that makes the kill, in which case you make that title utterly meh. Breaks Targeting Coordinator.
Any of these look interesting? Any of them have severe problems I didn't spot?
Edited by Blue Five