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

By Green Squad Leader, in X-Wing

I've built this template with a length of 1,20m (2") and it looks rather imposing on the table. Yeah, it barely reaches the proportions of the Gladiator Star Destryoer in real scale, but that doesn't matter because it looks **** impressive.

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.

So as a capital warship the short answer is no, the weapons crews don't just shoot wherever and however they feel like, their fire is coordinated through a chain of support personnel. Then the batteries fire in a coordinated manner at the direct of the fire control center. Common misperception, but not how it works. The commander sets target priorities, which are refined by the fire control center. The actual weapon crews usually can't even see their target.

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.

So as a capital warship the short answer is no, the weapons crews don't just shoot wherever and however they feel like, their fire is coordinated through a chain of support personnel. Then the batteries fire in a coordinated manner at the direct of the fire control center. Common misperception, but not how it works. The commander sets target priorities, which are refined by the fire control center. The actual weapon crews usually can't even see their target.

Is this somewhere in Star Wars lore or are you just extrapolating from "examples" in real life?

Edited by FiredForEffect

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.

So as a capital warship the short answer is no, the weapons crews don't just shoot wherever and however they feel like, their fire is coordinated through a chain of support personnel. Then the batteries fire in a coordinated manner at the direct of the fire control center. Common misperception, but not how it works. The commander sets target priorities, which are refined by the fire control center. The actual weapon crews usually can't even see their target.

Is this somewhere in Star Wars lore or are you just extrapolating from "examples" in real life?

Because if he is, I do know that he's foolish for doing so for two reasons. First IRL big guns don't have a prayer of hitting small ships. During WWII dedicated AA guns that had as their sole command, "If something comes into range, shoot it! Shoot it down!" were the only real counter, and they weren't coordinated more than, "There's a bogey coming in on mark two." The two things didn't use the same chain of command because they had radically different duties: Big guns shoot big ships, AA guns shoot aircraft.

Oh and according to EU lore a Star Destroyer CAN'T target small ships with turbolasers and ion cannons. They're strictly calibrated to fight other capitol ships, doctrinally relying on their fighters to act as a screen against other fighters. That's the reason the Lancer Frigate was developed in the EU and the Raider was developed according to FFG lore.

So these 'turbolaser turrets' are anti-small craft jobbies sprinkled on the surface of a Star Destroyer which function the same as ye oldie AA guns on battleships. Probably ad-hoc additions to a SD when its captain realized how poorly his ship was defended against small craft.

Iamafanboy, that isnt fully correct. There were a couple times a turbolaser killed a pilot of a fighter, with a lucky shot. also there were turbolasers calibrated just for firing at fighter (albeit badly!!!!) like those on the Death Star I. Those were antifighter turbolasers.

If anything Firedforeffect, you should look at the Capital Ship weapons that FFG made for Huge ships. There is a turbolaser that is pretty decent, and it gives extra agility to its target. same with the Ion Cannon Battery on the Raider.

You could easily make them on a little turret that turns to fire at an enemy like the HOTAC turbolasers do.

And maybe say some are ranged to attack further away targets not just all at the closest fighter. As if the gun crews both say I'll take the left and you take the right one.

That way one fighter doesnt eat 8 attacks a turn and dies, that player will be rather upset when that happens. Especially if he was the only one that was attacked. splitting between two targets might mitigate that.

Is this somewhere in Star Wars lore or are you just extrapolating from "examples" in real life?






Edited by Green Squad Leader

Does anyone have the AI maneuver sheets, so the cards that list the ship, actions, and maneuver based on facing? I would really really like to get AI for Tie/fo Fighters, Tie Adv. Prototypes, Tie Punishers, and Firespray-31. I saw someone did up the Firespray so I'll probably use that, but I'm not very strong in Adobe but I'd like to see what I can manage. Id also like to get some rebel and scum AI done up. I imagine there is not a repository where any of this already exists?

Does anyone have the AI maneuver sheets, so the cards that list the ship, actions, and maneuver based on facing? I would really really like to get AI for Tie/fo Fighters, Tie Adv. Prototypes, Tie Punishers, and Firespray-31. I saw someone did up the Firespray so I'll probably use that, but I'm not very strong in Adobe but I'd like to see what I can manage. Id also like to get some rebel and scum AI done up. I imagine there is not a repository where any of this already exists?

I believe all of those exist but the advanced prototype..

Check the villians and hunters threads

Can you advise where that is?

I think I found what you were talking about but all I can find is the X, A, B, and Y wings.

Thank you!

I think I found what you were talking about but all I can find is the X, A, B, and Y wings.[/quote

You are welcome

Edited by Lazyshisno

Has anyone done cards for the punisher or tie adv prototype, I would like to try and do some missions with those if possible.

Has anyone done cards for the punisher or tie adv prototype, I would like to try and do some missions with those if possible.

I did an AI for the punisher awhile back as a harder to kill tie bomber.

AI ones, I just got mailed one not sure if it the same. Have elite versions been done as well?

Has anyone done cards for the punisher or tie adv prototype, I would like to try and do some missions with those if possible.

The Punisher isn't of any interest to me, but I'd be interested in AI and elite pilots for the TAP if anyone knows where I'd find them. For that matter, I'd like to see AI for the Raider....

Has anyone done cards for the punisher or tie adv prototype, I would like to try and do some missions with those if possible.

The Punisher isn't of any interest to me, but I'd be interested in AI and elite pilots for the TAP if anyone knows where I'd find them. For that matter, I'd like to see AI for the Raider....

Raider, you said?

https://community.fantasyflightgames.com/topic/186308-x-wing-co-op-campaign-is-here/?p=1959846

8b2HVsa.jpg

Text box got longer after I pressed enter, because MS paint, but it (barely) fit in all the important text.

3-4 players gives it 1 TGR, 5-6 players gives it 2 TGR.

...though I'd change the Ion Cannon Battery to a Single Turbolaser targeting lowest agility in arc, now.

Edited by Rakaydos

Thank you. I appreciate the help in finding it. The main Aturi thread is a lot of pages to go through searching for even a very large needle.

It help to know the right keywords for finding smething with the search function.

I've made a set of EPT Upgrade cards for all the Imperial Pilot abilities for HotAC use. They're pretty straightforward, the one thing you may notice is there are two versions of Tetran Cowall and Krassis Trelix. One version of Tetran's card (Cartwheel) has the standard PS value and cost based on the actual pilot card, the other has the cost reduced to bring it in line with Countess Ryad's much better and lower priced ability.

Krassis's ability is essentially predator for secondary weapons, but it costs 7 points. I changed it on the alt version to actually be useful making it force your opponent to reroll a defense die instead.

I tried to post pictures, I always get an error about file extensions on this forum unfortunately. Here's the link (Use this for printer quality files): https://www.dropbox.com/sh/70vhzsshg92eapg/AAB0JXnSXi38MmgmbPACuGJba?dl=0

https://lh3.googleusercontent.com/uMj5MB4mWoy2MXbOE52pBUUQiX339uofp4Ufy1xLYPYhDeo20hn9QcNHDO4mZ_VMdVFOe3Hv_CEwBlF8Iit_ld8eddvvICNkTqVPIVObIOjTZp5v_wIwdU-g-RkeBmqpV6FHiWFMu63uA7T0dv39-B_1WQLGO-OzS7gVxJq0uH2OMlTYbbwEtXCwb4Q9U3GYV2iG8ZlXB3UQU7woOE-9N9H7kuy_yxSXUciASj8iGGHGK6RvvN-5aJ8J7UJimzp_SaYIQ9UraYYd1Eub-OhvDO1BWAuMKk2Z8uaLFyEM4DKsaicSBgptMUAACh9iPF0aOezMINpUgESK_Db4GOrG5882VYnJfRMkWh2apQ8bSphhqRNBya9HKxN7zQKinnZYZ-Wp3lDH7itWZ1iKyxN23O2-E-g4-2JYIvGi5jol1WIY27lJemPte_8Nl0b-xI_R2bqPrBscBwxd3716rZyhtMruEdnrrroB-V0LiHcpccx5fGXo4wJ6WD-gdrtn4Nyd89gyShWHMcA15GpzddnY8CNb8bsCxbtRrrBjPkPgfVQvFkygac0VMLYswWJlbZbWg4XJLrGuwCvA3EizQlPUms1CY5eP2fI=w483-h741-no

https://lh3.googleusercontent.com/X5OEmc7ijA_F4RkhvTesHJzkb47IfGuUpWS9MFlfUvh18ciirIwOEV9yJB3ny0QO4sv_UYwA2yx0oZ2Nab5Ai6yWkgX2uC_TRBqwYBj_ozsyXYnA1F5RWzkuVTGpVJ7-7DAGWyKKCNt4i9HR5TIQyMyzl33kr7USXIZFmWAiJ84jbebTC8ZC_OpZUL8tX5MnLAVIiLthYTQshVas9Jn-cJqgEkKsXmz85PJRgQ3gWeEhTabmgeACDamwWT-PYEljppafheF3WgROPRwRR9qBjzk5I49vew_-PU_u0rcgg00s8TS7uB5GBJqYBRhMyA8BdZk4ZS3_4bY21QiKpJoelFqAO0L_QKO4hT115zM9cbo6c5ttEvwWr12Lmm6CHYBL0a9Vb-SAR1ndrm6zTenzA85f9cpEtwJXBBvpDBca07u8qOamLGJAR1g4Gu2wVuO6cE85ZZWQ4hMI9XnWTbRXBIMJ0iroq_ELaW9b4LGXszfudjA063jxM0XqUL7ymT4mtobtuiObUbjz3ojewWPt7f0eEi2tPbOuYB5HQfSzoHKE9-NVDg4RQ4Q76cWuWZdp5wklGs-5UWWyDA9Ar42JEefhnI1YOfc=w483-h741-no

https://lh3.googleusercontent.com/VciM_1xkvCdjaiiHFfAvUmyh4qIZUh-UO3rLk_FUbM7cURFEVjvKIJFVg0y8u9kVIRga1RteSCCMBUgrfxFU8-YsKbaTS6IBQEji9h6dngoXL07g1iEN49KblsB4hD8cDFUDomv-lg4sSgnrn5Aa2IdcCPgy4lp-fqgkoW9FcE8qNTXV6--QfAeAvYz0a_zmZ8nfz6Ikh5Z9gH1zH96_fQ_IEMxn6-IjNX1L0OgtAvQXIODyMVDOJy1zdEW75MFOBrmYonxaaiPQEvZumHA5zLmK59cbu9ZACr0-l09EvIQkDjabC6S3hHASVDzdYefn6id8ZGbMWjrr4V5oljb_vUCLg82asp27Fz-RDGMutZO9IGiZF4g6U5cm_MDYt3Cg_uZJ2z6w3LP8kXYQfKDsPTrwnA_mzOZliBVTWYTUCaNf4t2c3qiebO927tJIiMbio8j8zEFZXJT_s8zdzYsRXoBIMz5zIpwHAeTK3JWItGGYWMrlxObv9KXLofHmxSsBs2k9nhM_Hn1S3HrvJJe2EJnf0xLIGJfxSWE3zyWCYx5Xl66jyuNEINqQ52S6C_VB7JAgOmWOd5XBizjf1tPTBxywoc9EvfM=w483-h741-no

Edited by Green Squad Leader

So my friends and I just recently started and we, being console gamers, decided to play with the idea of achievements and a "new cluster +" mode, increasing enemy pilot skills, adding shields and hull points and pilot abilities to all the ships. We also are trying out mechanics for Ship capture using ION tokens for the main campaign. To compensate for the more xp, we are using a hanger by for purchased ships, and when you lose a ship it is destroyed until you purchase it back. Also, we reduced the xp gain for ships to 1 per hit and 1 per kill, regardless of type and size.

I don't want to spam all the info though, we kinda went overboard...a lot...

https://community.fantasyflightgames.com/topic/238435-heroes-of-the-aturi-cluster-alternate-advancement-system/

i took a crack at a new advancement system for HotAC and its variants.

here are the links from the original post which explains a bit of what i did and how i think it should be used.

[Player Sheet] https://drive.google...iew?usp=sharing found this awesome sheet on this thread i think. at any rate, its not mine.
what do you guys think? what problems do you see?

(double post- see next page)

Edited by Rakaydos