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

By Green Squad Leader, in X-Wing

One idea I had for a whole subcampaign is using a mobile home base (a carrier). This could be the core of an Imperial campaign or simply another rebel campaign. You would use an Imperial Assault Carrier as your mothership, with players being able to pool XP in order to upgrade it. You wouldn't use it in most missions, of course, since it would throw the balancing totally off, but fending off attacks against the "base" in the epic format could be pretty cool. Imagine two bomber squads with strike AI zeroing in on that thing. Currently, I'd prefer to do this for rebels, as it lessens the need of playtesting (the Imperial AI is working great already). As a working base, I'd simply let the players the cost of the Carrier's upgrade cards EACH and try this out. What do you all think?

People have thought of similar ideas in a Villains of the Atrui Cluster thread.

One idea I had for a whole subcampaign is using a mobile home base (a carrier). This could be the core of an Imperial campaign or simply another rebel campaign. You would use an Imperial Assault Carrier as your mothership, with players being able to pool XP in order to upgrade it. You wouldn't use it in most missions, of course, since it would throw the balancing totally off, but fending off attacks against the "base" in the epic format could be pretty cool. Imagine two bomber squads with strike AI zeroing in on that thing. Currently, I'd prefer to do this for rebels, as it lessens the need of playtesting (the Imperial AI is working great already). As a working base, I'd simply let the players the cost of the Carrier's upgrade cards EACH and try this out. What do you all think?

Edited by knavelead

@FiredForEffect

How is that Wounded Wolf mission pack coming along? Is there any draft version available for download and playtest yet?

I would also be more than happy to do a bit of playtesting :)

I have this new version out for my "Battlestar Gozanti" coop campaign for HotAC.

boardgamegeek.com/filepage/132284

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

1G6NfYZ.jpg

Dude this looks awesome! I finally have the time and to start running HotAC again, I'll be sure to use this. I'll get working on the scum arcs again.

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.

Ready-to-print pilot abilities for HotAC:

hotac_pilot_skill_ready_to_print_2_by_od

hotac_pilot_skill_ready_to_print_1_by_od

Back of the cards .

Modified Extra Munitions for HotAC .

Holy crap I haven't checked this post in a few months and people have been adding some ridiculously cool stuff to it! I love these cards, and the Star Destroyer plot arc is very cool, especially for me as I'm also the crazy person building an Interdictor Cruiser to scale ( http://the-autoforge.blogspot.com/2016/04/interdictor-wip-55.html ).

FireForEffect I'd be very interested in helping playtest that plot arc.

I'll also dust off and start typing up the rest of the plot arcs for scum that I was working on, the project stalled as wave 8 took forever to come out but now that its out I'll get it done.

I'd like help from other HotAC collaborators with working on my Scum and Villainy Module for HoTAC.

This is a fan created module for the Heroes of the Aturi Cluster campaign system. In it you will find additional ship AI and Ace Pilot cards for ships of the Scum and Villainy faction, as well as 5 mission arcs to include them in your campaign. You can use this expansion as a stand alone product or add it to the mission arcs from the main Heroes of the Aturi Cluster main book. Another cool feature of this expansion is the “Most Wanted” deck, which provides a set of encounters with famous bounty hunters of the Star Wars universe.

All told this module will add 25 new missions to the Heroes of the Aturi Cluster campaign.

Here's the link to what I have so far. I've mapped out the mission arcs, some are pretty far along in development, others are still early concepts.

https://www.icloud.com/pages/000D5VhV4zGSnXNedpm9D3LYw#Dirty_War_Module_RD

Things I'll need help with developing for this module:

  • Graphic Design for the book itself.
  • Artistic help designing some additional terrain features for this module.
  • Help developing the AI cards for all the scum ships.
  • Help fleshing out the missions.
  • Lots of play testing help.

If anyone is interested in joining me in working on this please let me know here or you can email me at [email protected] .

@FiredForEffect

How is that Wounded Wolf mission pack coming along? Is there any draft version available for download and playtest yet?

I'm in the armed forces so I go away pretty often without access to the internet. I'm back now for a week and putting some work into it. Still not ready to release. However GreenSquadLeader I would be interested in putting together one of your story arcs (5 missions) into a book form if you can make the text /etc available to me. I'm a windows users so I don't use ipages etc.

Thanks for your continued interest though, it inspires me to get back at it!

Here is the Retribution Stat Card comments please!

90DE5VS.png

Edited by FiredForEffect

Looks promising, a few things

  • What does status do? Will it change stuff in the missions?
  • Bridge Actions:
  • Regenerate Shields: may need to scale with players, I think with 6 rebels 1 shield is just not enough I think. whereas with 1 player it might be too strong
  • Maneuver: I think you should do the maneuver relative to the direction of the star destroyer. So if it does a maneuver, all ships (not only rebels, because why would only rebel fighters move and not TIEs?) would move 2 towards the rear end of the star destroyer, thus looking like the destroyer moved forward. Also this does not really help the empire, is this intended? It even helps the rebels as the turbolasers might not have the rebels in arc anymore, like they did before the maneuver.
  • Coordinate: May be way too strong, depending on how many other imperial fighters are present, this relates to one extra action for every imperial fighter on the board. Not sure if that is balanced, maybe limit it to 2-3 fighters (Like the real coordinate action from tantive/raider)
  • Evasive: Sounds ok just themewise a bit strange I think as it's a giant junk in space, what could it do to evade more attacks on its turbolasers? Doesn't make sense in theme but I like the ability.
  • Forward Firepower: that's basically 33% damage increase for a round. Not sure if that is too much, I think you will have to playtest this thoroughly, it sounds like it may be a bit overpowered.

  • Sensor Actions:
  • Regenerate: I assume the same text as above applies even though only reroll if maxed is stated.
  • Jam: Fine as is (assuming you mean nearest enemy ship)
  • Target Lock: Is that supposed to read the nearest friendly ship gets a target lock action or does that mean the destroyer gets 2 target lock actions on the same nearest rebel? You could also use focus tokens instead and they get burned by the turbolasers on first possibility.
  • Tractor Beam: I assume it's on the nearest rebel ship again. Could be devastating considering all the turbolaser fire. I like it thematically but it could prove to be lethal with that agility loss for rebels.
  • Deploy: Really like this, but needs probably a hangar bay on the layout so we know where to put the fighter.

  • Attacks:
  • It executes both attacks I assume? Maybe you need to scale the amount of attacks as well, like 1 attack for every 2 rebels with the ion battery. But not sure if that is still balanced.
  • Same goes for the missile attack.
  • For both times, how do you determine "bomber"? Is that just B or Y? or "someone with more than 1 missile/torpedo on board"? I'd always attack closest target regardless of incoming/fleeing and stuff just for simplicity.

Looks really good, looking forward to playing your complete arc.

I used the same **** template in my Gozanti campaign, in case you want to check out what I did with it. I like your rules!

So I'd recommend changing several things about how the ISD works both to speed up play and to force the rebels to play differently. While it is a ship an ISD in an x-wing game is really a piece of terrain, and it's so complex that it will easily slow the game down a lot. X-wing thrives in being fast paced, so sluggish play should be avoided. I recommend simplifying the way things work in s number of ways to account for this. Here are some examples:

- Shield generators as damage reduction:

• Shield Generator: When defending all installations cancel 1 hit result for each shield generator still operational.

This fixes weapons that should not threaten capital ships (i.e.: TLTs) from being awesome against them and reduces the number of dice needed quite dramatically.

- Create firing arcs for the ship and simplify its attacks:

• Weapons Battery: Firepower 3, range unlimited. At the end of the combat phase attack every ship in this firing arc. Small ships add 2 evade dice to they're defense rolls, large ships add 1 evade die to their defense roll. If this attack hits, the defender suffers the results of any Turbolaser, Ion Cannon, and Ordnance Batteries in this firing arc, then cancel all dice results.

• Turbolaser Battery- When a defending ship is hit by a Weapons Battatery attack it suffers 1 damage for each Operational Turbolaser in this firing arc.

• Ion Cannon Battery- When a defending ship is hit by a Weapons Battery attack assign it 2 Ion Tokens for each Operational Ion Cannon Battery in this firing arc.

• Ordnance Battery- When a defending ship is hit by a Weapons Battery attack deal it 1 face up damage card for each Operational Ordnance Battery in this firing arc.

This speeds up play and reduces book keeping (no individual turret arcs, fewer shots to roll for) and makes each player's experience consistent. It's a team effort to take down an ISD, so the threat should be even against everyone.

Looks promising, a few things

  • What does status do? Will it change stuff in the missions?
  • Bridge Actions:
  • Regenerate Shields: may need to scale with players, I think with 6 rebels 1 shield is just not enough I think. whereas with 1 player it might be too strong
  • Maneuver: I think you should do the maneuver relative to the direction of the star destroyer. So if it does a maneuver, all ships (not only rebels, because why would only rebel fighters move and not TIEs?) would move 2 towards the rear end of the star destroyer, thus looking like the destroyer moved forward. Also this does not really help the empire, is this intended? It even helps the rebels as the turbolasers might not have the rebels in arc anymore, like they did before the maneuver.
  • Coordinate: May be way too strong, depending on how many other imperial fighters are present, this relates to one extra action for every imperial fighter on the board. Not sure if that is balanced, maybe limit it to 2-3 fighters (Like the real coordinate action from tantive/raider)
  • Evasive: Sounds ok just themewise a bit strange I think as it's a giant junk in space, what could it do to evade more attacks on its turbolasers? Doesn't make sense in theme but I like the ability.
  • Forward Firepower: that's basically 33% damage increase for a round. Not sure if that is too much, I think you will have to playtest this thoroughly, it sounds like it may be a bit overpowered.

  • Sensor Actions:
  • Regenerate: I assume the same text as above applies even though only reroll if maxed is stated.
  • Jam: Fine as is (assuming you mean nearest enemy ship)
  • Target Lock: Is that supposed to read the nearest friendly ship gets a target lock action or does that mean the destroyer gets 2 target lock actions on the same nearest rebel? You could also use focus tokens instead and they get burned by the turbolasers on first possibility.
  • Tractor Beam: I assume it's on the nearest rebel ship again. Could be devastating considering all the turbolaser fire. I like it thematically but it could prove to be lethal with that agility loss for rebels.
  • Deploy: Really like this, but needs probably a hangar bay on the layout so we know where to put the fighter.

  • Attacks:
  • It executes both attacks I assume? Maybe you need to scale the amount of attacks as well, like 1 attack for every 2 rebels with the ion battery. But not sure if that is still balanced.
  • Same goes for the missile attack.
  • For both times, how do you determine "bomber"? Is that just B or Y? or "someone with more than 1 missile/torpedo on board"? I'd always attack closest target regardless of incoming/fleeing and stuff just for simplicity.

Looks really good, looking forward to playing your complete arc.

I agree that many of the actions would be hard to make work in a game of x-wing, and most don't really add much to the player experience really. Here's my take working along with the revisions I'm suggesting for shield generators and weapons batteries as well.

Link the Star Destroyer's maneuvers to assigning it a target like any other AI ship: I'd recommend basing the maneuvers on the firing arcs of the ISD and for them to only account for its rotation, not its forwards movement. An ISD as a ship has a massive array of long ranged weaponry, so realistically you would not be able to be out of range of its weapons anywhere you went on the same table. So instead of trying to approach things by moving it as a normal ship we instead approach the table as the battle space in the vicinity of the ISD itself that is moving AROUND the ISD. You already have this concept, I'd simply recommend altering it such that the ISD rotates 15 degrees when it moves. This is a lot simpler to do quickly and its more thematic I think. The move should also be slow enough to give the rebel players time to react. Here's how it could work in practice:

Step 1: Select Target

  1. Mission Objective
  2. Rebel Epic Ship with greatest starting Hull Value
  3. Greatest concentration of rebel ships.

Step 2: Select Manever

  1. Pivot 15 degrees towards the target so that the prow faces it.

Step 3: Select Bridge Order Roll 1 D6 on this chart if the Bridge is still Operational

  • 1-3: Intensify Fire: When attacking enemy ships in the same firing arc as this ship's target convert all Focus results to Hit results.
  • 4: Brace For Impact: When Defending this round convert 1 Crit result to a Hit Result.
  • 5. Come to New Heading: Pivot 15 degrees towards the target.
  • 6. Coordinate Squadrons: During their perform action step all friendly ships may perform an additional action.

Step 4: Launch Squadrons Roll 1 attack dice for each Squadron Token assigned to this ship and consult the table below.

  • 1 Crit Result: Launch a squadron of Tie Fighters equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • 2 Crit Results: Launch a squadron of Tie Interceptors equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • 3+ Crit Results: Launch a squadron of Tie Bombers equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • Any Other Result: Assign 1 Squadron Token to this ship, then remove all Squadron Tokens.

This AI card should make the ISD operate in a way that is a lot easier to manage, and every one of the Bridge Orders is decent without any of them being good enough to with the game on its own. Yes Coordinate Squadrons is powerful, but it should come up quite rarely overall.

The new mechanic for launching squadrons is great for building tension in the match. The longer no squadrons are launched the riskier things become. Alternatively the Coordinate Squadrons Bridge Order could add a Squadron Token.

As for the "Squadron Value" that would be set by the mission's difficulty. So the more players you have and the higher their level the larger the squadrons will be when they are launched. I'd recommend having the value range from 1-4.

As for the Sensor Tower I'd recommend the following rule for it:

  • Sensor Tower- When Attacking in the same firing arc as this ship's target you may reroll one attack dice.

That turns the Sensor Tower into predator for the ISD, which should be enough of an ability I imagine.

Thanks for the feedback, I've incorporated most of it already! Great ideas.

My overall thinking is as follows:

  • The ISD must use rules as close to those already included and be somewhat simple to use
  • It must be deadly and scary (that's what makes it fun)
  • Each mission you play leading up to the final mission gives you a "mission card" which you can use in the final mission to make it easier
  • It is essentially just terrain (since it's part of the gameboard, it can't move since ships will be on top of it)
  • Its turn must be resolved quickly
  • It shouldn't need more than 2-4 TIE fighters active

Looks promising, a few things

  • What does status do? Will it change stuff in the missions?

Yes, the status of the ISD changes mission effects, this is stated in the mission rules (which I'll post)

  • Bridge Actions:
  • Regenerate Shields: may need to scale with players, I think with 6 rebels 1 shield is just not enough I think. whereas with 1 player it might be too strong
  • Maneuver: I think you should do the maneuver relative to the direction of the star destroyer. So if it does a maneuver, all ships (not only rebels, because why would only rebel fighters move and not TIEs?) would move 2 towards the rear end of the star destroyer, thus looking like the destroyer moved forward. Also this does not really help the empire, is this intended? It even helps the rebels as the turbolasers might not have the rebels in arc anymore, like they did before the maneuver.
  • Coordinate: May be way too strong, depending on how many other imperial fighters are present, this relates to one extra action for every imperial fighter on the board. Not sure if that is balanced, maybe limit it to 2-3 fighters (Like the real coordinate action from tantive/raider)
  • Evasive: Sounds ok just themewise a bit strange I think as it's a giant junk in space, what could it do to evade more attacks on its turbolasers? Doesn't make sense in theme but I like the ability.
  • Forward Firepower: that's basically 33% damage increase for a round. Not sure if that is too much, I think you will have to playtest this thoroughly, it sounds like it may be a bit overpowered.


To be clear to everyone, the ISD does not move whatsoever, it is terrain to fly over. The maneuver action is the only thing that mimics movement, it was suppoused to move all ships (thanks!) and really it just interferes with the rebels plans, not always being a negative or positive thing.
The ISD doesn't end up launching too many TIE's (it's suppoused to be wounded and attacked by suprise) so I can't say if coordinate is OP yet.
You've made me re-think the evasive action, I was just trying to give it something defensive.
F-Firepower may be overpowered, but play testing will tell, if the ISD isn't "scary" then I don't think it's filling its role.

  • Sensor Actions:
  • Regenerate: I assume the same text as above applies even though only reroll if maxed is stated.
  • Jam: Fine as is (assuming you mean nearest enemy ship)
  • Target Lock: Is that supposed to read the nearest friendly ship gets a target lock action or does that mean the destroyer gets 2 target lock actions on the same nearest rebel? You could also use focus tokens instead and they get burned by the turbolasers on first possibility.
  • Tractor Beam: I assume it's on the nearest rebel ship again. Could be devastating considering all the turbolaser fire. I like it thematically but it could prove to be lethal with that agility loss for rebels.
  • Deploy: Really like this, but needs probably a hangar bay on the layout so we know where to put the fighter.


Thanks again, I corrected the text for Sensor, Regenerate and Jam. Changed Taget Lock to your idea since focus is easier. The mission rules detail where the TIEs arrive but perhaps I'll also put that on the stat card.

  • Attacks:
  • It executes both attacks I assume? Maybe you need to scale the amount of attacks as well, like 1 attack for every 2 rebels with the ion battery. But not sure if that is still balanced.
  • Same goes for the missile attack.
  • For both times, how do you determine "bomber"? Is that just B or Y? or "someone with more than 1 missile/torpedo on board"? I'd always attack closest target regardless of incoming/fleeing and stuff just for simplicity.

Yes it executes both attacks. In the mission rules there is a "bombing run" on Turn 4 where your squadron is assisted by a scale-able amount of Y-wings that come in for a bombing run. Only way to see if it's balanced is to playtest.

lpNkbCX.png

Edited by FiredForEffect

The Retributo looks good, I'd change the Homing Missile to a turbolaser style attack since I dont think any rendition of the Imperial-class Star Destroyers of any type has missile, and the same effect can be replicated as a "Heavy Turbolaser Battery" as oopposed to a missile (and even use the no evade dice rule - since it is multiple blasts from several guns coming at you).

I'll look over ithe rest of it shortly.

I agree that many of the actions would be hard to make work in a game of x-wing, and most don't really add much to the player experience really. Here's my take working along with the revisions I'm suggesting for shield generators and weapons batteries as well.

Link the Star Destroyer's maneuvers to assigning it a target like any other AI ship: I'd recommend basing the maneuvers on the firing arcs of the ISD and for them to only account for its rotation, not its forwards movement. An ISD as a ship has a massive array of long ranged weaponry, so realistically you would not be able to be out of range of its weapons anywhere you went on the same table. So instead of trying to approach things by moving it as a normal ship we instead approach the table as the battle space in the vicinity of the ISD itself that is moving AROUND the ISD. You already have this concept, I'd simply recommend altering it such that the ISD rotates 15 degrees when it moves. This is a lot simpler to do quickly and its more thematic I think. The move should also be slow enough to give the rebel players time to react. Here's how it could work in practice:

Step 1: Select Target

  1. Mission Objective
  2. Rebel Epic Ship with greatest starting Hull Value
  3. Greatest concentration of rebel ships.

Step 2: Select Manever

  1. Pivot 15 degrees towards the target so that the prow faces it.

Step 3: Select Bridge Order Roll 1 D6 on this chart if the Bridge is still Operational

  • 1-3: Intensify Fire: When attacking enemy ships in the same firing arc as this ship's target convert all Focus results to Hit results.
  • 4: Brace For Impact: When Defending this round convert 1 Crit result to a Hit Result.
  • 5. Come to New Heading: Pivot 15 degrees towards the target.
  • 6. Coordinate Squadrons: During their perform action step all friendly ships may perform an additional action.

Step 4: Launch Squadrons Roll 1 attack dice for each Squadron Token assigned to this ship and consult the table below.

  • 1 Crit Result: Launch a squadron of Tie Fighters equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • 2 Crit Results: Launch a squadron of Tie Interceptors equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • 3+ Crit Results: Launch a squadron of Tie Bombers equal to this ship's Squadron Value, then remove all Squadron Tokens.
  • Any Other Result: Assign 1 Squadron Token to this ship, then remove all Squadron Tokens.

This AI card should make the ISD operate in a way that is a lot easier to manage, and every one of the Bridge Orders is decent without any of them being good enough to with the game on its own. Yes Coordinate Squadrons is powerful, but it should come up quite rarely overall.

The new mechanic for launching squadrons is great for building tension in the match. The longer no squadrons are launched the riskier things become. Alternatively the Coordinate Squadrons Bridge Order could add a Squadron Token.

As for the "Squadron Value" that would be set by the mission's difficulty. So the more players you have and the higher their level the larger the squadrons will be when they are launched. I'd recommend having the value range from 1-4.

As for the Sensor Tower I'd recommend the following rule for it:

  • Sensor Tower- When Attacking in the same firing arc as this ship's target you may reroll one attack dice.

That turns the Sensor Tower into predator for the ISD, which should be enough of an ability I imagine.

I think pivoting is right out, since you'll have ships on top of the ISD, so pivoting or moving it at all when it's literally part of the gameboard is a non starter for me. The advantage of using the turbo lasers vs. having the ISD select targets etc etc is that the rules are already made and understood by HotAC players.

When I tried to have the ISD select targets originally it basically one shotted rebel ships every round. I like the turbo lasers operating independently even though it's slower it spreads out the hate and makes where you fly important.

I thought about a squadron launching system that's more complex like yours but I'm trying to keep things very simply, there is already a lot happening without having too many TIEs on the field.

So I'd recommend changing several things about how the ISD works both to speed up play and to force the rebels to play differently. While it is a ship an ISD in an x-wing game is really a piece of terrain, and it's so complex that it will easily slow the game down a lot. X-wing thrives in being fast paced, so sluggish play should be avoided. I recommend simplifying the way things work in s number of ways to account for this. Here are some examples:

- Shield generators as damage reduction:

• Shield Generator: When defending all installations cancel 1 hit result for each shield generator still operational.

• Turbolaser Battery- When a defending ship is hit by a Weapons Battatery attack it suffers 1 damage for each Operational Turbolaser in this firing arc.

I think keeping the Shield Generators and Turbolasers batteries identical to those already seen in HoTAC is wiser, since players won't need to re-learn rules for them.

So I have to challenge you on that fired. The HotAC rules as they exist now are designed to portray a specific set of circumstances, in this case a static installation of independent "pods". The ISD you've designed is pretty much as far from that concept as you can get.

With your model it's possible to have 9 independently operating largely redundant turrets. Each needs to change its arc and fire on its own, this is the clunkiest rules concept in the main HotAC rule set. At least in my experience the static turrets are a joke that can be ignored by the players most of the time. I just don't see how there would be any added value to including 9 separate turrets each of which fires independently at the SAME target most likely due to target priority. That's a ton of dice to represent a single attack by a single ship on a single enemy ship. This gets to Warhammer 40,000 levels of needless complexity. By combining the attacks into one die roll vs each rebel ship things go by WAY faster.

Choosing a target for the ISD Is just for order and maneuver purposes, it does not mean only that ship gets attacked. Every rebel ship gets shot at, but attacks in the target firing arc are more reliable to hit. I do think just rolling 2 dice may be better than 3 though.

As far as maneuvering goes you can't possibly believe that it's simpler to moved every single model AND piece of terrain rather than just pivoting the ISD in place. (You'd have to move the terrain as well otherwise ships could end up being tossed onto asteroids just because the ISD "moved".) If ships are on top of the ISD so what? They move with it, the entire excercise would take 30 seconds instead of a few minutes. Again I understand what you're trying to represent with this rule but it's needlessly complicated as is.

My question as to why you've designed there fighters the way you have is: "what do you want the fighters to accomplish?"

As it stands I have to agree that including any more than 4 tie fighters will slow the game down too much as the star destroyer will take up the lion share of your time to resolve. Even if it's supposed to be damaged having 4 tie fighters seems pretty pathetic though, it makes this a "Take the Fuel Depot" mission where you are only fighting the base itself. I'm not trying to be too negative here, but I'm afraid that given your current design for the scenario that the players will have the same exact experience playing this scenario that you get playing a standard match against 4 TLT Y-wings castled in a corner.

So yeah, don't lock yourself into a hole trying to force the core HotAC rules to represent something they aren't designed to. You can use the terrain to represent different rules, players will already have to learn some new ones anyways based on your scenario having an ISD in it. You don't have to use my suggestions, but at least consider condensing some of these excessive options into something more streamlined.

Edited by Green Squad Leader

As part of the mission pack, you have "allied strike" Y-Wings which come in on bombing runs!

9Do2Pl6.jpg

Edited by FiredForEffect

Should probably fix those red 2 hards

Should probably fix those red 2 hards

Thanks, I did the Y-Wing pretty quickly just to take a break from the ISD.

So I have to challenge you on that fired. The HotAC rules as they exist now are designed to portray a specific set of circumstances, in this case a static installation of independent "pods". The ISD you've designed is pretty much as far from that concept as you can get.

With your model it's possible to have 9 independently operating largely redundant turrets. Each needs to change its arc and fire on its own, this is the clunkiest rules concept in the main HotAC rule set. At least in my experience the static turrets are a joke that can be ignored by the players most of the time. I just don't see how there would be any added value to including 9 separate turrets each of which fires independently at the SAME target most likely due to target priority. That's a ton of dice to represent a single attack by a single ship on a single enemy ship. This gets to Warhammer 40,000 levels of needless complexity. By combining the attacks into one die roll vs each rebel ship things go by WAY faster.

Choosing a target for the ISD Is just for order and maneuver purposes, it does not mean only that ship gets attacked. Every rebel ship gets shot at, but attacks in the target firing arc are more reliable to hit. I do think just rolling 2 dice may be better than 3 though.

As far as maneuvering goes you can't possibly believe that it's simpler to moved every single model AND piece of terrain rather than just pivoting the ISD in place. (You'd have to move the terrain as well otherwise ships could end up being tossed onto asteroids just because the ISD "moved".) If ships are on top of the ISD so what? They move with it, the entire excercise would take 30 seconds instead of a few minutes. Again I understand what you're trying to represent with this rule but it's needlessly complicated as is.

My question as to why you've designed there fighters the way you have is: "what do you want the fighters to accomplish?"

As it stands I have to agree that including any more than 4 tie fighters will slow the game down too much as the star destroyer will take up the lion share of your time to resolve. Even if it's supposed to be damaged having 4 tie fighters seems pretty pathetic though, it makes this a "Take the Fuel Depot" mission where you are only fighting the base itself. I'm not trying to be too negative here, but I'm afraid that given your current design for the scenario that the players will have the same exact experience playing this scenario that you get playing a standard match against 4 TLT Y-wings castled in a corner.

So yeah, don't lock yourself into a hole trying to force the core HotAC rules to represent something they aren't designed to. You can use the terrain to represent different rules, players will already have to learn some new ones anyways based on your scenario having an ISD in it. You don't have to use my suggestions, but at least consider condensing some of these excessive options into something more streamlined.

I'll certainly consider changing up the weapons. The original version was a lot like what you're suggesting but wasn't as much fun to try and fly around and evade the heavy slow turrets. If moving is too complicated I'd rather just take it out all together, I don't see much point in pivoting the ISD.

The fighters are the side show, enough to distract the players but not the reason they're playing. More arrive as the ISD becomes besieged (later in the game).

Either way, I'm going to playtest the rules tonight and let you know how it goes.

So I have to challenge you on that fired. The HotAC rules as they exist now are designed to portray a specific set of circumstances, in this case a static installation of independent "pods". The ISD you've designed is pretty much as far from that concept as you can get.

Using the Turbolaser rules as per HotAC is perfectly reasonable for an ISD acting as terrain; each turbolaser crew is choosing its targets and gunning for whatever Rebel ship is closest to it. Remember, this isn't some computer-coordinated firing system; each gun has its own commander because the chain of command isn't perfect and takes time to filter down - time that the ISD might not have if there's a group of Y-Wings arrowing for the bridge. Each gun moving to take its best shot (and using the core rules) is a lot more reasonable than thinking that a ISD Captain will be able to coordinate a single targeting solution on a single small ship when there are dozens flitting around its hull.

Chances are a Star Destroyer has a Fire Direction Center that acts in that capacity so the Captain is not having to micromanage targeting.

However, for simplicity's sake, the independently targeting turbolasers using the existing mechanics is how to go about it for the game.

That said, the scale is amusingly small. Even to the Tantive IV's already shrunken scale, a Star Destroyer would be over thirteen feet long. I guess if you shrunk it to a Victory Class, it could be a more manageable seven and a half.