Unnofficial HotAC Collaborators Thread (If you want to help make more content join in!)

By Green Squad Leader, in X-Wing

Ok so as many of you have no doubt done I've played a bit of the Heroes of the Aturi Cluster campaign and its blown me and my local group away. As soon as we started playing some of us starting brainstorming additional missions and plot arcs for the campaign, and during a recent training course for the Army I had some time to put my thoughts down on paper.

First off is a series of Scum themed mission arcs and special missions for famous bounty hunter cameos. These missions need to be fleshed out and play tested for sure, and AI scripts need to be devised for the various Scum ships to make it work, but its a start. It will take me a few days to fully convert everything I have in handwritten note form into post-able quality here, so you'll have to wait for the maps and the Aggressor AI card I made up.

If you have ideas yourself on additional content for the HotAC campaign feel free to post about it here!

So here are those Scum Arcs I've come up with so far. Each mission arc has a different type of adversaries, which is possible to do with Scum as they have more diversity than the Empire, and at the end of each mission arc a special Bounty Hunter mission is unlocked. The Bounty Hunter Missions are essentially boss fights where the squad gets to face off against some of the most famous bounty hunters in the galaxy.

Ideally I'd like to have 2 more arcs so we can include a Dengar mission as well as a Zuckus and 4-LOM mission. They can wait until we actually have those ships in the game though in a few weeks.

Some of the missions are more fleshed out than others. Feel free to tear them apart.

Scum Expansion Plot Arc Concepts

ARC 1 - Shady Dealings: The Empire have handed us a major setback by capturing our primary munitions supplier for this sector. Our stockpiles are dwindling fast and if we don’t find a new supplier soon we won’t have the resources to continue our fight for the Aturi Cluster.

We’ve had to turn to a less than legitimate Arms Dealer, a Tradoshan named D’rrrk Siin. He’ll meet our needs, for a price.

Mission 1: Hostile Takeover D’rrrk Siin says he will help the Rebellion but first we need to help him. A rival organization, the Mandalorian Clan Urgesh, has been peddling arms in his territory, and he wants us to take them down.

  • This mission is against Mandalorian themed scum, so in addition to generic Y-wings and Z-95s there will be elite Scyyks and a Firespray. The objective is to raid the Mandalorian’s base, so there will be some small stations each with different modules. The players’ goal is to destroy as many of the installations as they can before resistance becomes overwhelming. Just destroying 1 station is enough to win the mission, but there are bonus points to everyone for each installation destroyed. The number of installations increases based on the number of players, as does the level of resistance.
  • Rebel Win – Remove this card from the Mission Deck and add Missions 2a and 2b.
  • Scum Win – Reshuffle into the deck, D’rrrk Siin’s price is still the same, everyone loses their most expensive ship upgrade as supplies start running out.

Mission 2a: Vandetta Clan Urgesh did not take kindly to our raid on their base and have declared a vendetta against the Rebel Alliance. While you are on patrol you come under attack.

  • This mission is a generic combat mission against the same sort of enemies as Hostile Takeover. The rebels need to try and destroy all of the enemy ships to win.
  • Rebel Win – Remove this card from the mission deck and add Mission 3.
  • Scum Win – Remove this card from the mission deck, all players lose their most expensive upgrade.

Mission 2b: Borrowed Goods D’rrrk Siin has secured most of the supplies we need, but he wants refined tibanna crystals as payment. There is a local illegal mining operation which has what we need operated by a subsidiary of the Black Sun Syndicate. Escort a freighter to raid their storage silos for what we need.

  • This mission has the squad escorting an Wild Space Fringer and is very similar in set up to the Miners Strike mission, the change is that now you need to land the YT-2400 by the storage silos and protect it long enough for the crystals to be loaded (Roll an Evade Die each round, on an evade add 1 crystal to the fringer. Once you have 3 you have enough). Once you have enough crystals the 2400 and players need to flee the table (Ground mission, no hyperdrive). There will be two silo locations on the table the players can choose from. One is further away but less well guarded (no turrets), the other is closer but more well armed. Once the YT-2400 lands some reinforcements come on the table with Strike AI against it.
  • Rebel Win – Remove this card from the mission deck and add Mission 3.
  • Scum Win – Remove this card from the mission deck, all players lose their most expensive upgrade.

Mission 3: Double Cross D’rrrk Siin sells us the supplies we need and they get loaded onto a GR-75. As we are getting ready to jump to hyperspace an Ion Bomb hidden within the supplies detonates disabling the transport. Enemy ships start jumping in to our location, D’rrrk Siin sold us out to the highest bidder! Protect the transport long enough for it to power back up.

  • This mission is very similar to the Imperial Entanglement mission, the GR-75 uses the same rules to power back up and make the jump to Hyperspace. Likewise there will be some kind of enemy squadron with a Strike AI and Ion Pulse Missiles to slow it down.
  • While the generic “goon” enemies won’t change, the elite enemies faced are based on which missions were played to reach mission 3. If you played Vendetta you will be facing Scyyk and Firespray Aces. If you played Borrowed Goods you will be facing Khirazh and Starviper Aces. If you played BOTH missions you will face BOTH groups of aces! (Yes, this would dramatically increase the level of difficulty for the mission, BUT realistically the players will have leveled up more if they have played both missions so that should be ok.)
  • Rebel Win- Remove this card from the Mission Deck and add Predator and Prey . Gain 1 Victory point.
  • Rebel Loss- Remove this card from the Mission Deck an add Predator and Prey. The Empire gains 1 Victory point. All players lose their most expensive upgrade.

Bountry Hunter Mission: Predator and Prey (Bossk Boss Fight) Returning from a mission you exit hyperspace only to find your way blocked by minefields. You read multiple hostile contacts closing in, the largest hails you. An inhuman voice says “Too easssy, you make poor sssport,” as they open fire!

  • Hostile Territory, 10 rounds. No jumping to hyperspace until turn 7
  • This mission is based on the concept you had for the bounty hunter mission with the rebels deploying in the center all facing the same direction with Bossk on the board edge behind them and Z-95s/Y-wings coming on from the sides. The top of the board is full of minefields cutting off your escape.
  • Mission: Survive the Ambush and Escape
  • Bonus: +1 xp to all players for destroying Bossk’s YV-666
  • Bonus: +1 xp to all players for destroying Bossk’s Nashtah Pup. (No elite kill bonus for the YV-666, only for the Nashtah pup)
  • Bossk has both his pilot ability AND crew card ability, I’ll need to think of a good loadout for him. I am thinking Mangler cannon, Boss Crew, Gunner, the Jawa Technician card. Hot shot Blaster would be good as well.
  • This mission has the potential to start the Prison Break mission arc if any of the rebel pilots are killed (they get captured instead), otherwise it is removed from the deck if they win or lose.

ARC 2 - The Empire’s Shadow : While publically the Empire is the enforcer of Galactic Order it is not above using less than legal methods to expand its control. Its weapon of choice in this realm is the Black Sun criminal syndicate, who do the Empire’s dirty work in exchange for law enforcement turning a blind eye on their illicit activities.

We have just learned that the planet Pacvesh, the government of which has managed to retain its autonomy from the Empire to date, has been targeted for destabilization. For weeks the Black Sun has been pumping low levels of Glitterstim into the capitol’s water supply, and the outgunned Pacvens have been powerless to do anything while they watch their populace turn into addicts.

If we down stop this then the Empire will have the pretext it needs to occupy Pacvesh and another dominoe in the region will fall.

Mission 1: The Spice Must Not Flow We’ve located the purification facilities which the Black Sun are using to poison the water supply, but we don’t know which pump they are using. If we destroy them all it will cause more harm than good.

  • Primary Objective: Identify and Destroy the tampered pumping station.
  • Bonus: No rebel ships are lost during this mission. Gain 1 xp
  • Bonus: No other pumping stations are damaged. Gain 1 xp
  • Ground Mission, you need to fly off the table edge once the pumping station is destroyed. Increasingly challenging reinforcements keep coming on to stop you.
  • Rebel Win: Remove this card from the Mission deck and add Mission 2.
  • Scum Win: We can’t afford to lose another planet in the sector to the Empire, reshuffle.

Mission 2: Return to Sender Intercept the next shipment of Glitterstim before it can reach Pacvesh.

  • For this mission the squad needs to destroy several Spice Runner’s, each of which has its own escorts and takes a different flight path to flee the table.
  • Primary Objective: No Spice Runner’s escape.
  • Bonus: For each Spice Runner destroyed gain 1 xp.
  • Rebel Win: Remove this card from the Mission deck and add Mission 3.
  • Scum Win: We can’t afford to lose another planet in the sector to the Empire, reshuffle.

Mission 3: Drug Bust We’ve found the coordinates for the Drug Lab the Black Sun are using to supply Glitterstim to Pacveh, it’s a repurposed CR-90 Corvette! Take it out to shut down their operations for good.

  • This mission is a station assault mission, the squad needs to destroy multiple installations AND a CR-90 Corvette. The number of Installations increases with the number of players. The CR-90 starts the mission in the center of the table with the station components attached to its base and does not move until turn 6-8, about half way through the mission. The catch is that the installations all have shield generators which reduce the amount of damage that can be dealt to the CR-90 until they can be destroyed (Each gives it 3 Evade tokens a turn.). Generic Black Sun goons defend the Drug Lab, but Elite reinforcements start to show up after round 4 to fight you off. If the CR-90 isn’t destroyed by the end of the game then the rebels lose.
  • Primary Objective: Destroy the CR-90.
  • Rebel Win: Remove this card from the Mission deck and add Killing Machines . Gain 1 victory point.
  • Scum Win: The Drug Lab escaped our attack and set up shop at another location. The situation on Pacveh has deteriorated too far and the Empire has deployed a garrison to “restore order”. We have lost Pacveh. The Empire gains 1 victory point. Remove this card from the Mission deck and add Killing Machines

Bounty Hunter Mission: Killing Machines (IG88 boss fight) You catch word the assassin droid IG88 has been seen in the same system you are in “asking” for information on the whereabouts of your squad. To avoid the dreaded bounty hunter you chart a course out of the system through an Ion Storm, only to find IG88 their waiting for you. It must have calculated your most likely course of action.

The number of IG88’s is determined by the number of players. The PS of the players unlocked upgrades for the Aggressors, which is explained on the Ace Cards for the Aggressors (This makes sense to do for the Aggressors as there are only 4 in the lore and they are the 4 named IG88s)

  • The deployment placement depends on the number of Aggressors being used.Hostile Territory, 10 rounds, no jumping until round 7.
  • Primary Objective: Survive the Ambush and Escape.
  • Bonus: For every Agressor Destroyed all players gain 1 xp.
  • IG88 Loadouts:

IG88A : When you destroy 1 enemy ship gain 1 shield up to your starting shield value

  • Calculation
  • Mangler Cannon
  • Sensor Jammer
  • Ion Bombs
  • IG-2000
  • Hardened Shields
  • Anti Pursuit Lasers

IG88B: After performing an attack that missed you may perform a second attack with an equipped cannon secondary weapon

  • Predator
  • Heavy Laser Cannon
  • Advanced Sensors
  • Seismic Charges
  • IG-2000
  • Hardened Shields
  • Autothrusters

IG88C: After completing a maneuver Perform a Free Evade Action

  • Elusiveness
  • Flachette Cannon
  • Sensor Jammer
  • Proximity Mines
  • IG-2000
  • Hardened Shields
  • Stealth Device

IG88D: When performing a Segnor’s Loop check the final position of the ship using a 3 bank and 3 turn maneuver template. Whichever position provides the Aggressor a shot, reduces the number of return shots it could take, and does not land it on an obstacle or other ship is the one it will take. If it is unclear which is better flip a coin to determine which template is used.

  • Outmaneuver
  • Ion Cannon
  • Advanced Sensors
  • Proton Bombs
  • IG-2000
  • Hardened Shields
  • Autothrusters

Hardened Shields (Illicit Upgrade): You do not gain Ion Tokens so long as you have at least 1 shield token.

  • IG88 Upgrades unlocked by average pilot skill of the squad:

o PS 4+ Add Sensor Jammer to IG88B and IG88D. Add Advanced Sensors for IG88A and IG88C.

o PS 6+ Add Push the Limit and 1 shield token to all IG88s.

o PS 8+ Add Veterans Instincts and 1 shield token to all IG88s.

  • Win or loss remove this card from the mission deck. This mission can start the “ Prison Break ” mission arc if a rebel player is killed.

ARC 3 – Black List (Mandalorian Pirate Arc) The success of our operations against the Empire have had an unwanted side effect. As the Empire has redirected more of its forces to fighting us multiple pirate gangs have begun operating within the Aturi Cluster. While we cannot be everywhere our alliance must work to maintain the peace we are working so hard to restore.

Mission 1: Lawmen You respond to a distress call from a light freighter under attack by pirates.

  • There is a disabled YT-1300 surrounded by some pirates with scattered cargo pods and an escape pod. You need to try to recover the escape pod and prevent the pirates from escaping with the cargo pods. An enemy Firespray is collecting the Cargo Pods.
  • Primary Objective: Drive off the Pirates. Stop the Firespray from recoverying the Cargo Pods.
  • Bonus: For each Cargo Pod unrecovered gain +1 xp
  • Bonus: If you recover the escape pod gain +1 xp
  • Rebel Win: Remove this card from the Mission deck and add Mission 2.
  • Scum Win: Remove this card from the Mission deck and add Mission 2. Players each 50% experience from this mission.

Mission 2: Asset Recovery Apparently the freighter you rescued was carrying a protocal droid we have been using as a courier. Its memory banks hold the identities and locations of all Rebel Operatives in the sector. It must be destroyed before the pirates discover the files and sell them to the Empire.

We’ve learned that members of the pirate band frequent the bars on a local station. Capture 1 of them and escape before local authorities can interfere.

  • The squad needs to take on some scum Aces near a station. Local enforcers from the station start showing up after round 4 to drive us off. There are an equal number of Aces to rebel ships, similar to the Revenge mission in concept. Whenever a scum ace is destroyed put an escape pod in its place. You must recover at least 1 escape pod and jump to hyperspace to win.
  • Bonus: For each escape pod recovered gain +1 xp
  • Rebel Win: Remove this card from the Mission deck and add Mission 3.
  • Scum Win: Reshuffle this card into the Mission deck. Players each 50% experience from this mission.

Mission 3: Wretched Hive We have “persuaded” the pirate you captured to give up the location of his gang’s base. Protect our troop transport as we assault it to ensure no one can ever sell the list.

  • Very similar to the capture the refueling station mission, but with scum ships. Needs a bit more flavor, but is a good base.
  • Rebel Win: Remove this card from the Mission deck and add Price on Your Heads . Gain 1 victory point
  • Scum Win: Remove this card from the Mission deck and add Price on Your Heads . The Empire Gains 1 victory point

Bounty Hunter Mission: Price on Your Heads (Boba Fett Boss Fight):

Sorry I still need to type this one up, its written just not typed yet.

We've already talked about it a bit by email, but I will be interested to see how this develops. You've got a long road ahead of you to get the balance and scaling right for these missions.

Drop me a line if you want any additional input on specific details.

If you need some playtesting done drop me a line. We have played through HotAC already and are tweaking it constantly when we find something that needs fixing.

Tie FO Ai

(Every Tie FO has a Comm Relay)

Action Priority:

1) Clear stress

2) If you do not have a saved Evade token, Evade.

3) If nothing has a shot on you, TL nearest if possible

4) Barrel roll to get a shot

5) Barrel roll to avoid a shot

6) Focus

Someone want to take a stab at Dial AI?

I started a HoAC campaign and its fun. I agree that additional story arcs would be cool. I immediately started thinking about incorporating scum AI for a story arc against scum ships.

The nice thing about AI is I don't think it would be hard to use modified versions of existing AI. for example, z-95 dial AI can be very similar to TIE fighter, but obvious changes (shortest straight/bank on TIE dial are 2, but can become 1 for z-95, hard 1 turns become hard 2s, all k-turns are 3, etc).

Same for some other ships: khiraxz can be cribbed from TIE advanced (an x-wing AI could be done this way too).

The real tricky ones will be Firespray, HWK and the y-wing will probably need two different dials, one for BTL-A4 and one for 360 turret movement behaviour (although this will be similar to HWK which shouldn't be used without a turret).

I started a HoAC campaign and its fun. I agree that additional story arcs would be cool. I immediately started thinking about incorporating scum AI for a story arc against scum ships.

The nice thing about AI is I don't think it would be hard to use modified versions of existing AI. for example, z-95 dial AI can be very similar to TIE fighter, but obvious changes (shortest straight/bank on TIE dial are 2, but can become 1 for z-95, hard 1 turns become hard 2s, all k-turns are 3, etc).

Same for some other ships: khiraxz can be cribbed from TIE advanced (an x-wing AI could be done this way too).

The real tricky ones will be Firespray, HWK and the y-wing will probably need two different dials, one for BTL-A4 and one for 360 turret movement behaviour (although this will be similar to HWK which shouldn't be used without a turret).

This is basically the same thought process I'm currently using to come up with AI cards for Rebellion ships at the moment. All of my AI 'dials' are still very early prototypes, and still require a lot of playtesting to figure out the likelihood of the different movements, but I am basically just taking the existing Imperial 'dials' and tweaking them to suit other ships.

I'm definitely interested in helping expand this game, though I'm going for more of an Imperial-based game that fights against Scum and Rebels, and one story arc against treacherous Imperials. I'll share more details as I complete them.

I started a HoAC campaign and its fun. I agree that additional story arcs would be cool. I immediately started thinking about incorporating scum AI for a story arc against scum ships.

The nice thing about AI is I don't think it would be hard to use modified versions of existing AI. for example, z-95 dial AI can be very similar to TIE fighter, but obvious changes (shortest straight/bank on TIE dial are 2, but can become 1 for z-95, hard 1 turns become hard 2s, all k-turns are 3, etc).

Same for some other ships: khiraxz can be cribbed from TIE advanced (an x-wing AI could be done this way too).

The real tricky ones will be Firespray, HWK and the y-wing will probably need two different dials, one for BTL-A4 and one for 360 turret movement behaviour (although this will be similar to HWK which shouldn't be used without a turret).

So the creator of HotAC Josh Drekson sent me the test AI cards for the Firespray and Z-95, if you want them to test them out PM me.

@ OP: great idea for post

@ Armoredgear7: Not to br greedy, but in my mind the best thing for you to do at this point to carry your own brilliant and spectacular creation forward would be to make the AI cards for all the ships. I'm sure you have a good system to doing it by now. Missions and campaigns are easier to 'farm out'.

For my own contribution, I'm planning to get some missions designed and setup on Vassal. Then post mission files anf vlogs for use. I think that the community can and woild be eager to offer play testing services to check difficulty and scaling.

After play test runs, they could be added to pool and sequenced in arcs.

Perhaps FFG mission control could be good central point for finished arcs.

So the creator of HotAC Josh Drekson sent me the test AI cards for the Firespray and Z-95, if you want them to test them out PM me.

PM sent! Thanks for the offer!

Here's my initial thinking for the z-95 (interesting to see how it compares):

(d6 roll), s - straight, b = bank, t = turn, k = koiogran, L = left, R = right

12 o'clock [red zone] - (1) 1b L (2) 1b R (3 - 5) 1s (6) 3k - [green zone] - (1 - 3) 4s (4 - 5) 3s (6) 2s

1.5 0'clock [red zone] - (1) 1s (2 - 3) 1b R (4 - 5) 3k (6) 2t R - [green zone] - (1) 3s (2) 2b R (3 - 5) 3b R (6) 3t R

3 o'clock [red zone] - (1 - 2) 1b R (3 - 5) 2t R (6) 3k - [green zone] - (1) 3b R (2 - 3) 3t R (4 - 5) 2t R (6) 2b R

4.5 o'clock [red zone] - (1 - 2) 2t R (3) 3t R (4 - 6) 3k - [green zone] - (1 - 3) 3k (4 - 5) 2t R (6) 3t R

6 o'clock [red zone] - (1 - 3) 3k (4) 3t L (5) 3t R (6) 4 s - [green zone] - (1 - 4) 3k (5) 2t L (6) 2t R

The die rolls are taken completely from the TIE/ln (unless I made a mistake) but modified dial choices to fit z-95 dial.

Action priority is the tricky part...

My initial thought is that the z-95 should only attempt target lock when its outside of enemy firing arcs or while it still has its shields up (otherwise it will be easy to kill since it typically shoots last).

Something like: if 1 or more shields remaining, attempt to target lock enemy ship in arc; otherwise, if not in any enemy firing arcs attempt to target lock enemy ship in range; otherwise focus. No chance to playtest it yet though...

@ OP: great idea for post

@ Armoredgear7: Not to br greedy, but in my mind the best thing for you to do at this point to carry your own brilliant and spectacular creation forward would be to make the AI cards for all the ships. I'm sure you have a good system to doing it by now. Missions and campaigns are easier to 'farm out'.

For my own contribution, I'm planning to get some missions designed and setup on Vassal. Then post mission files anf vlogs for use. I think that the community can and woild be eager to offer play testing services to check difficulty and scaling.

After play test runs, they could be added to pool and sequenced in arcs.

Perhaps FFG mission control could be good central point for finished arcs.

This is a really good strategic proposal; I like it.

For me, doing AI testing isn't as involved as testing missions either - it can be done in smaller 'chunks'. I usually test an AI ship against an a couple of Rebel ships in different formations and it doesn't require me to set up a whole game space.

So the creator of HotAC Josh Derksen sent me the test AI cards for the Firespray and Z-95, if you want them to test them out PM me.

PM sent! Thanks for the offer!

Here's my initial thinking for the z-95 (interesting to see how it compares):

(d6 roll), s - straight, b = bank, t = turn, k = koiogran, L = left, R = right

12 o'clock [red zone] - (1) 1b L (2) 1b R (3 - 5) 1s (6) 3k - [green zone] - (1 - 3) 4s (4 - 5) 3s (6) 2s

1.5 0'clock [red zone] - (1) 1s (2 - 3) 1b R (4 - 5) 3k (6) 2t R - [green zone] - (1) 3s (2) 2b R (3 - 5) 3b R (6) 3t R

3 o'clock [red zone] - (1 - 2) 1b R (3 - 5) 2t R (6) 3k - [green zone] - (1) 3b R (2 - 3) 3t R (4 - 5) 2t R (6) 2b R

4.5 o'clock [red zone] - (1 - 2) 2t R (3) 3t R (4 - 6) 3k - [green zone] - (1 - 3) 3k (4 - 5) 2t R (6) 3t R

6 o'clock [red zone] - (1 - 3) 3k (4) 3t L (5) 3t R (6) 4 s - [green zone] - (1 - 4) 3k (5) 2t L (6) 2t R

The die rolls are taken completely from the TIE/ln (unless I made a mistake) but modified dial choices to fit z-95 dial.

Action priority is the tricky part...

My initial thought is that the z-95 should only attempt target lock when its outside of enemy firing arcs or while it still has its shields up (otherwise it will be easy to kill since it typically shoots last).

Something like: if 1 or more shields remaining, attempt to target lock enemy ship in arc; otherwise, if not in any enemy firing arcs attempt to target lock enemy ship in range; otherwise focus. No chance to playtest it yet though...

This is pretty close, as you'll see.

I chose to use fewer K-turns in the Z's forward arc, because few things are worse than an AI ship pre-emptively K-turning and then getting vaporized at Range 1. The 3K won't often get behind closing targets like a 4K or 5K will (that whole 2-range = 5 move ratio plays into this equation).

Ok here is the Boba Fett scenario I mentioned in the earlier plot arc rundowns. This mission is fully fleshed out and ready to be play tested, my apologies with the low quality of the map, I need to sit down on vassal and create an "in game" screen shot of what it should look like. I've also attached the AI cards for the Firespray and Z-95 so people can try them out.

A thing to note and that I'd appreciate feedback on; I've added an additional step to the AI logic tree for this and other scum pilots, the "Weapon Selection" step. This step should allow for more varied and interesting AI Behavior without adding much additional work to the process at all.

I've also added a method for Boba to decide when he should drop his bomb. Again I'd appreciate any feedback you guys have.

Here is the scenario:

Bounty Hunter Mission: Price on Your Heads (Boba Fett Boss Fight)

Mission Briefing:

On patrol you receive a distress call from a civilian freighter under attack by pirates while passing near a local asteroid field. While they have driven the pirates off their hyperdrive was damaged and they are requesting an escort. Standing orders are to render assistance to civilians where able, so you move into escort the freighter.

Suddenly as you close in the freighter detonates in a massive explosion, catching your ships on the edge of the blast and shorting out your systems. As your sensors come back online you detect a lone enemy ship closing in for the kill. The same voice from the freighter speaks over the communicator saying “Dead or Alive you’re coming with me.”

Primary Objective: Survive the Ambush and Escape

Bonus: If no rebel ships are destroyed, all players gain 1XP

Bonus: If Boba Fett is destroyed the mission is no longer considered Hostile Territory and immediately ends. All players earn 2XP

Rebel Set Up:

Your squad is in disarray caught in the debris of the destroyed freighter. Shuffle the player’s ship cards together, draw the first one and roll 1d12. Place that ship on spot I with its nose pointed at the point of the table with the same number as the 1d12 roll. Repeat this for the second ship and so on until all ships have been deployed. All rebel ships begin the game with 1 ion token.

Boba Fett Setup:

Roll 1d6 and place Boba Fett within the corresponding asteroid field facing the center of the table.

Nav Computer Reboot:

The detonation of the freighter shut down your hyperdrive computers.

The Rebels must jump to hyperspace to escape, but they cannot start their hyperdrives until Turn 7.

Boba Fett:

Boba Fett is a PS 8 Firespray with the following upgrades:

  • Boba Fett: When attacking or defending, you may reroll 1 of your dice for each enemy ship at range 1.
  • Gunner
  • Lone Wolf
  • Stealth Device
  • Ion Torpedoes
  • Cluster Missiles
  • Proton Bombs

Squad Arrival Vec. AI 1p 2p 3p 4p 5p 6p

Boba Fett Turn 1 d6 Special - 4/|\ Add 4/|\ Add 6/|\ Add +2 +2

Sensor Extra Heavy Shields Shields

Jammer Munitions Lazer

Cannon

Boba Fett AI:

Replace the usual Firespray AI card with the following:

1. Select Target: 1) Nearest Enemy Below 50% total Hit Points

2) Nearest Enemy in Front Arc and range 1-3

3) Nearest Enemy

· Free Target Lock Action vs Target

2. Select Maneuver: Check Target’s range and direction, roll on matching table

· Skip step 3 on red moves

· If an enemy ship is at Range 1/Range 2+ closing and in the two rearmost directional arcs of your maneuver table drop a bomb

3. Action Selection: 1) Remove Stress or Resolve Crit

2) Focus if you have a shot

3) Evade

4. Attack Target: 1) Enemy you have a Target Lock on

2) Nearest enemy at range 1 (Front)

3) Nearest enemy at range 1 (Rear)

4) Nearest Enemy

5) Clear Target Lock if unspent

5. Weapon Selection: 1) If the enemy you have a Target Lock on is in your Front Arc at Range 2-3 and it is within Range 1 of

another enemy ship fire Ion Torpedoes

2) If the enemy you have a Target Lock on is in your Front Arc at Range 1-2 fire Cluster Missiles

3) Fire Cannon if able

4) Fire Primary Weapon

Fett%252520Deployment.jpg

Again the map isn't great. The goal is to have the center of the table filled with Debris Fields and to make 6 small asteroid fields around the table. The rebel ships start on one of the marked points within the debris fields facing a random direction as they were tossed about and powered down by the explosion of the freighter (the debris fields are what's left of the freighter. If you happen to have the destroyed medium transport tokens from the Imperial Raider set they would make a great centerpiece for the debris fields.). The deployment points for the rebels are such that for the first turn they are guaranteed to get stressed and do a 1 straight. If you were lucky enough to be placed facing out of the debris fields you will be able to destress on round 2 and fly out. If you are facing in it may take a few turns.

Boba Fett is placed within one of the asteroid fields surrounding the board. The weird setup conditions for the rebels are to add flavor and to help balance things out as it is the whole squad vs one ship. If your squad can make it out of the debris fields quickly then it should be an easy mission to survive as you can coordinate vs Boba. If not then it will be hard.

My concern with the mission is how much space does the debris field take up in the center. If its too large then the asteroids may need to be shrunk down to be a single asteroid for each area instead of 3 per area, as too much terrain makes the AI dumb.

Firespray%252520and%252520Z95.PNG

As promised here is the Firespray and Z-95 cards that Armoredgear7 was nice enough to provide, if he wants me to take them down I'll take them down and we'll go back to PMing.

So yeah, let me know how this works out for you guys, I'm going to try and give it a test run tomorrow night.

Edited by Green Squad Leader

*********UPDATED********

We tried out the setup for this mission, and made a few changes to simplify and clarify it a bit. First off the asteroids have been reduced in number now, just 6 spread randomly around the map outside of range 1 of the Debris fields and range 2 of the board edge. I also reordered the points around the map to make Boba Fett's setup work better. Other than that the briefing was reworked a bit and Boba Fett's ability has been turned into a hybrid of his Scum and Imperial abilities. Given his selection of secondary weapons we decided to swap out recon specialist for gunner.

Its ready to go now, and I've added a more professional map from vassal. We plan to test this one out on Tuesday, feel free to give it a go as well.

Bounty Hunter Mission: Price on Your Heads v1.3

Mission Briefing:

On patrol you receive a distress call from a civilian freighter under attack by pirates while near a local asteroid field. “We’ve driven them off for now, but our hyperdrive was damaged and we’ll need time to make repairs”. Standing orders are to render assistance to civilians where able, so you move into escort the freighter.

Suddenly, as you close in the freighter explodes with a massive detonation, caught on the edge of the blast your ships are thrown about like toys. As your sensors come back online you detect a lone enemy ship closing in for the kill. The same voice from the freighter speaks over the communicator saying “Dead or Alive you’re mine now.”

Here is the link for the map, I made it easier to read the letters. https://goo.gl/photos/3pLXZBsmdL82pris7

HOSTILE TERRITORY, 10 TURNS

Primary Objective: Survive the Ambush and Escape

Bonus: If no rebel ships are destroyed, all players gain 1XP

Bonus: If Boba Fett is destroyed the mission is no longer considered Hostile Territory and immediately ends. All players earn 2XP

Set Up:

Your squad is in disarray caught in the debris of the destroyed freighter. Shuffle the player’s ship cards together, draw the first one and roll 1d12. Place that ship on spot A with its nose pointed at the point of the table edge with the same number as the 1d12 roll. Repeat this process with the second ship on spot B and so on until all ships have been deployed.

Boba Fett Setup:

Roll 1d8 and place Boba Fett within the corresponding point of the table edge.

Nav Computer Reboot:

The detonation of the freighter shut down your hyperdrive computers.

The Rebels must jump to hyperspace to escape, but they cannot start their hyperdrives until Turn 7.

Boba Fett:

Boba Fett is a PS 8 Firespray with the following upgrades:

  • Boba Fett: When attacking or defending, you may reroll 1 of your dice for each enemy ship at range 1. When executing a maneuver if the AI ship’s ship base will overlap another ship, it attempts to Swerve .
  • Recon Specialist
  • Lone Wolf
  • Stealth Device
  • Ion Torpedoes
  • Cluster Missiles
  • Proton Bombs

Squad Arrival Vec. AI 1p 2p 3p 4p 5p 6p

Boba Fett Turn 1 d6 Special - 4/|\ Add 4/|\ Add 6/|\ Add +2 +2

Sensor Extra Heavy Shields Shields

Jammer Munitions Laser

Cannon

Boba Fett AI:

Replace the usual Firespray AI card with the following.

1. Select Target: 1) Nearest Enemy Below 50% total Hit Points

2) Nearest Enemy in Front Arc and range 1-3

3) Nearest Enemy

· Free Target Lock Action vs Target

2. Select Maneuver: Check Target’s range and direction, roll on matching table

· Skip step 3 on red moves

· If an enemy ship is at Range 1/Range 2+ closing and in the two rearmost directional arcs of your maneuver table drop a bomb

3. Action Selection: 1) Remove Stress or Resolve Crit

2) Focus if you have a shot

3) Evade

4. Attack Target: 1) Enemy you have a Target Lock on

2) Nearest enemy at range 1 (Front)

3) Nearest enemy at range 1 (Rear)

4) Nearest Enemy

5) Clear Target Lock if unspent

5. Weapon Selection: 1) If the enemy you have a Target Lock on is in your Front Arc at Range 2-3 and it is within Range 1 of another enemy ship fire Ion Torpedoes 2) If the enemy you have a Target Lock on is in your Front Arc at Range 1-2 fire Cluster Missiles

3) Fire Cannon if able

4) Fire Primary Weapon

Edited by Green Squad Leader

Ready for Nightmare Made playtesting. For regular playtesting, I'm aiming for roughly 2 replacing 3 normal tie fighters.

vqRFBjq.jpg

Edited by Rakaydos

Sorry for the lack of posts for so long, last semester got hectic and I haven't had much time for a while to type things up for this project. But work hasn't completely stopped, my local group has playtested the Boba Fett Scenario a few times and I've refined it to fix a few issues.

The main issue we found was that there wasn't enough room for a large ship like the Firespray to be able to maneuver in anything like an intelligent fashion with the rebels starting in the center of the map. It also didn't really add anything to the mission as the space behind the debris field was essentially not used the whole time as the AI avoided it. It was also too easy for some rebel ships to play keep away from Boba by being able to fly around the opposite side of the debris field from him, which made the game a bit less exciting than it should have been. This problem has been fixed by moving the debris field to one side of the map and putting all the asteroids on the same half of the map. This adds more stress to the players as they're maneuvers for the first few rounds of the game they will need to fly through the debris fields to avoid the asteroids and table edge while also dealing with Boba Fett burning in at them before they can get coordinated. Boba's AI has an easier time figuring things out when the rebel squad starts in roughly the same place and without as many rocks to navigate.

The next issue had to do with Boba's upgrades. The combination was mostly fine but it turns out that Recon Specialist was not really all that useful for him. I've switched that one back to gunner which helps make his offense better and makes him a threat to a larger number of ships with his Weapon Selection AI. At the recommendation of others I swapped Extra Munitions and HLC in terms of when they are added to the mission, but I boosted the minimum PS to add HLC. I've also changed how he gets extra shields so that it pairs better with the increased capabilities of a larger number of players.

I've completely redone the map and worked to make it an easier to use and more professional product. For some reason I still get an error message when I try to attach it but the link works.

The last change was the addition of the "The Bounty" rule. This adds some extra flavor and is another planning consideration for the rebels as Boba Fett will now try to single out their Squad leader at the start of the mission. This rule hasn't been playtested yet and will probably need to be refined.

Please give it a shot and let me know how it works for you. Has anyone else been designing new scenarios for HotAC?

Bounty Hunter Mission: Price on Your Heads (Boba Fett Boss Fight) Version 3.0

https://goo.gl/photos/Bb8eDAcDAZZtvYkc9

Hostile Territory, 10 Rounds

Mission Briefing:

On patrol you receive a distress call from a civilian freighter under attack by pirates while passing near a local asteroid field. While they have driven the pirates off their hyperdrive was damaged and they are requesting an escort. Standing orders are to render assistance to civilians where able, so you move into escort the freighter.

Suddenly as you close in the freighter detonates in a massive explosion, catching your ships on the edge of the blast and shorting out your systems. As your sensors come back online you detect a lone enemy ship closing in for the kill. The same voice from the freighter speaks over the communicator saying “Dead or Alive you’re mine now.”

Primary Objective: Survive the Ambush and Escape

Bonus: If no rebel ships are destroyed, all players gain 1XP

Bonus: If Boba Fett is destroyed the mission is no longer considered Hostile Territory and immediately ends. All players earn 2XP

Set Up:

Fill the rebel deployment zone with Debris Fields as completely as possible, if you have them use the GR-75 debris fields from the Imperial Raider kit. Then place 6 asteroids on the same half of the map as the debris fields, they must be outside of range 1 of other obstacles and the table edges.

Rebel Setup:

Your squad is in disarray caught in the debris of the destroyed freighter. Shuffle the player’s ship cards together, draw the first one and roll 1d12. Place that ship on spot 1 with its nose pointed at the point of the table with the same number as the 1d12 roll. Repeat this for the second ship and so on until all ships have been deployed.

Boba Fett Setup:

Roll 1d6 and place Boba Fett on the corresponding point of the table edge.

Nav Computer Reboot:

The detonation of the freighter shut down your hyperdrive computers.

The Rebels must jump to hyperspace to escape, but they cannot start their hyperdrives until Turn 7.

Boba Fett:

Boba Fett is a PS 8 Firespray with the following upgrades:

  • Boba Fett: When executing a maneuver if the AI ship’s ship base will overlap another ship, it attempts to Swerve . When attacking or defending, you may reroll 1 of your dice for each enemy ship at range 1.
  • Gunner
  • Lone Wolf
  • Stealth Device
  • Ion Torpedoes
  • Cluster Missiles
  • Proton Bombs

The Bounty:

A sizeable bounty has been placed on the Rebel Squad Leader, so Boba Fett begins the game with a Strike AI targeting the Rebel Pilot with the Squad Leader upgrade. If that ship leaves the table he reverts to a regular attack AI. If the Rebel Squad Leader’s ship has been destroyed Boba Fett gains the Rebel Captive Upgrade. If Boba Fett survives the mission with the Rebel Captive upgrade that pilot counts has having rolled a Pilot Killed ejection result.

Squad | Arrival | Vec. | AI | 1P | 2P | 3P | 4P | 5P | 6P |

Boba Fett | Turn 1 | D6 | Strike | - | +1 Shield | +1 Shield | +1 Shield | +1 Shield | +1 Shield |

| | | | | PS4+ Add: | PS6+ Add: | PS4+ Add: | | |

| | | | | Sensor Jammer | Heavy Laser | Extra Munitions | | |

| | | | | | Cannon | Cannon | | |

Replace the usual Firespray AI card with the following:

1. Select Target: 1) Nearest Enemy Below 50% total Hit Points

2) Nearest Enemy in Front Arc and range 1-3

3) Nearest Enemy

o Free Target Lock Action vs Target

2. Select Maneuver: Check Target’s range and direction, roll on matching table

o Skip step 3 on red moves

o If an enemy ship is at Range 1/Range 2+ closing and in the two rearmost directional arcs of your

maneuver table drop a bomb

3. Action Selection: 1) Remove Stress or Resolve Crit

2) Focus if you have a shot

3) Evade

4. Attack Target: 1) Enemy you have a Target Lock on

2) Nearest enemy at range 1 (Front)

3) Nearest enemy at range 1 (Rear)

4) Nearest Enemy

5) Clear Target Lock if unspent

5. Weapon Selection: 1) If the enemy you have a Target Lock on is in your Front Arc at Range 2-3 and it is within

Range 1 of another enemy ship fire Ion Torpedoes

2) If the enemy you have a Target Lock on is in your Front Arc at Range 1-2 fire Cluster

Missiles

3) Fire Cannon if able

4) Fire Primary Weapon

Edited by Green Squad Leader

I'm new to photoshop and I was bored .... but I made a thing

1G6NfYZ.jpg

Good work, Korean Templar.

Hi all

I'm interested in making more missions for players to complete against Imperial opposition. I've made a bare bones draft of a mission arc that culminates with the players taking on a Raider Class Corvette. Would anyone be interested in helping out with this?

My background includes making missions for the old X Wing vs. Tie Fighter flight simulator; I made an entire campaign (18 missions) for that game many moons ago.

So not knowing this thread existed until now makes me very sad - now I'm gonna have to have "Bounty Hunter Ambush" cards mixed into the deck.

Hi all

I'm interested in making more missions for players to complete against Imperial opposition. I've made a bare bones draft of a mission arc that culminates with the players taking on a Raider Class Corvette. Would anyone be interested in helping out with this?

My background includes making missions for the old X Wing vs. Tie Fighter flight simulator; I made an entire campaign (18 missions) for that game many moons ago.

This is relevant to my interests.

Hi all

I'm interested in making more missions for players to complete against Imperial opposition. I've made a bare bones draft of a mission arc that culminates with the players taking on a Raider Class Corvette. Would anyone be interested in helping out with this?

My background includes making missions for the old X Wing vs. Tie Fighter flight simulator; I made an entire campaign (18 missions) for that game many moons ago.

Very interested. The first steps would be getting blank Aturi templates so we can fill the info in. I've designed a small "boss fight" campaign that has the squadron take on a damaged star destroyer over a series of missions.

Hi all

I'm interested in making more missions for players to complete against Imperial opposition. I've made a bare bones draft of a mission arc that culminates with the players taking on a Raider Class Corvette. Would anyone be interested in helping out with this?

My background includes making missions for the old X Wing vs. Tie Fighter flight simulator; I made an entire campaign (18 missions) for that game many moons ago.

https://community.fantasyflightgames.com/topic/186308-x-wing-co-op-campaign-is-here/page-27#entry1959730

Raider AI already in progress. I've used it, it's functional. Rakaydos did a lot of work on this. Something to work with for campaign work.

And now I'm in this thread of wonderful interest.

Rd5pJjcl.jpg

Well here is the start of my "Mission Pack" draft. I'm about 8 pages in. I loved Heroes of the Aturi Cluster, and in the opening crawl it talks about the Star Destroyer Retribution, so this campaign focuses on several missions to disrupt its operations. I'd love some help, ArmouredGear please let me know if this sort of thing bothers you, I'm a big fan! I also think the scum idea is great! I thought it might be a bit easier to just add some missions first and see how my luck went.

Edited by FiredForEffect

Rd5pJjcl.jpg

Well here is the start of my "Mission Pack" draft. I'm about 8 pages in. I loved Heroes of the Aturi Cluster, and in the opening crawl it talks about the Star Destroyer Retribution, so this campaign focuses on several missions to disrupt its operations. I'd love some help, ArmouredGear please let me know if this sort of thing bothers you, I'm a big fan! I also think the scum idea is great! I thought it might be a bit easier to just add some missions first and see how my luck went.

Where do you have this for download, FiredForEffect?

Rd5pJjcl.jpg

Well here is the start of my "Mission Pack" draft. I'm about 8 pages in. I loved Heroes of the Aturi Cluster, and in the opening crawl it talks about the Star Destroyer Retribution, so this campaign focuses on several missions to disrupt its operations. I'd love some help, ArmouredGear please let me know if this sort of thing bothers you, I'm a big fan! I also think the scum idea is great! I thought it might be a bit easier to just add some missions first and see how my luck went.

Where do you have this for download, FiredForEffect?

Nowhere at the moment. Still figuring out the final mission (needs playtesting), and I'm not sure how ArmouredGear feels about me making it available since it uses a lot of his art work (the core rules, mission templates etc).

Edited by FiredForEffect

Well if you want to play test it, my group might be up for it.