Villains of the Aturi Cluster?

By vyrago, in X-Wing

One of the tricks to getring this working is to rethink how to run a campaign and how to balance it.

You will be a squad trying to take out a more powerful opponent, such as stopping a fleeing outer rim smuggler before they jump. As such, playing up the squad aspect might be the best idea. Imperials would be less about individual accolades, and more about the cohesive whole - the swarm. Treat the pilot skill as how the squadron operates as a whole. Now each player needs a reason to be unique, so earning upgrades and elite talents for surviving multiple missions is necessary.

To think of it another way; the empire will always replace lost pilots. But notable squad leaders such as Soontir Fel of the 181st aren't going to accept rookies straight from the academy; they'll get replacements of equal capability (in terms of pilot skill)

Perhaps earning upgrades for the whole squad could work. If you succeed on a mission, you unlock 1 hull upgrade for the squad. Any player can take this. If pilot abilities are earned for survival, such as Howlrunner's, etc.

This way, players can change loadout for each mission.

While requiring a purchase of a specific ship to run a campaign might not be great, having the gozanti function as a home base to protect during a mission could be interesting. It stores all your earned crew, modifications, and elite talent upgrades earned. Not to mention that TIEs dont have hyperdrives so need a way to get to each mission.

You would also need to have some missions that were more than just straight up combat. Scanning ships before they jump out to find the target, or which target has the mission macguffin and has to be destroyed.

That makes sense. Unlocks being additional choice of equipment over what is required for the mission at hand. - of course.

Example, specific missions may call for cloaking/stealth devices which are automatically assigned. Proton bombs/torpedos too.

I like the idea of having the Squad work together. That might mean that someone generally designated as the main target has to zip by the enemy to get out of arc while the others can get into a good firing position.

This would also work to make the campaign unique and feel different from the other one. Trying to just fly imperial ships the same way won't work. The play style is different.

I would love to play this on the Imperial side.

Even just having a Rebel Ai to start playing against would be cool.

The Rebels should definitely be aggressive, but I do agree with them pulling out of the battle if they are damaged a certain amount. For most missions I would say they follow the same Jump to Hyperspace procedures that we currently do (Assuming they have Hyperdrive). They should also start jumping immediately if their primary mission fails (the freighter blows up, the spy is captured, etc)

For the Empire pilots, there is definitely more of a swarm strategy. I could see each player starting at Academy as stated above, but with a wingman. The wingman flies the same ship that you fly (with modifications) but does not have access to EPTs. They also cannot level past you -2, with a minimum of 1. So if you are level 2, they can only be one; if you are 7, they can be 5. Leveling them up should not cost as much as leveling yourself.

Here is a draft for Rebel Ship Ai. I started with the Empire Ai with the closest dial, then modified from there.

X-Wing T-65

-Free Target Lock action prior to movement

-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,6 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 4 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Right Turn | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4 : 1 Right Bank | 3,4,5 : 3 Right Bank
5,6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3 : 2 Right Turn | 2,3,4 : 2 Right Turn
4 : 3 Right Turn | 5,6 : 3 Right Turn
5,6 : 4 K-Turn * |
-135’
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn | 6 : 3 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Defend: Discard Astromech (Integrated Astromech) to preserve last Hull Point
If Astromech is discarded, Hyperdrive is unavailable.
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed
X-Wing T-70

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver TR = Talon Roll
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,5 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 4 K-Turn * |
-45’
Red Band | Green Band
1 : 3 Right TR * | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4,5 : 1 Right Bank | 3,4,5 : 3 Right Bank
6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 Right TR * | 5,6, : 3 Right Turn
-135’
Red Band | Green Band
1,2,3 : 3 Right TR * | 1,2 : 4 K-Turn *
4 : 2 Right Turn | 3,4 : 2 Right Turn
5,6 : 4 K-Turn * | 5,6 : 3 Right TR *
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 3 Left TR * | 5 : 3 Left TR *
5 : 3 Right TR * | 6 : 3 Right TR *
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Boost to Get a Shot, or avoid targets arc while keeping target in arc
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Defend: Discard Astromech (Integrated Astromech) to preserve last Hull Point
If Astromech is discarded, Hyperdrive is unavailable.
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1: 1 Straigt | 2: 2 Straight | 3,4: 3 Straigt | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed
Z-95 Headhunter

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,5 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 3 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Right Turn | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4 : 1 Right Bank | 3,4,5 : 3 Right Bank
5,6 : 3 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 K-Turn * | 5,6, : 3 Right Turn
-135’
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2 : 3 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn | 6 : 3 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2,3,4: 3 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 2 Right Bank | 6: 2 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed

Y-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1 : 4 Straight *
2 : 1 Right Bank | 2,3,4 : 3 Straight
3,4 : 1 Straight | 5,6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45’
Red Band | Green Band
1,2 : 2 Right Turn | 1 : 2 Straight
3 : 1 Straight | 2 : 2 Right Bank
4,5,6 : 1 Right Bank | 3,4 : 3 Right Bank
| 5,6 : 2 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 Right Turn * | 5,6 : 3 Right Turn *
-135’
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn * | 6 : 3 Right Turn *
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 3 Straight |
-Actions:
Remove Stress / Crit
Drop Bomb Check (If available)
Depending on equipped ordinance, check before or after movement to determine if dropped
At least 1 Enemy ship is located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have not moved are located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have already moved are within Range 1 of where Bomb would land
If all the above is true: Roll 1 Attack Die, place Bomb on Hit or Crit
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
Fire Turret
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4,5,6: 2 Straight)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

A-Wing

-Free Target Lock action prior to movement (Focus if equipped with Proton Rockets, or missile is already spent)
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 2 Left Bank | 1,2,3 : 5 Straight
2 : 2 Right Bank | 4,5 : 4 Straight
3,4 : 2 Straight | 6 : 3 Straight
5,6 : 5 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Straight | 1 : 3 Straight
2,3 : 2 Right Bank | 2 : 2 Right Bank
4,5 : 5 K-Turn * | 3,4,5 : 3 Right Bank
6 : 1 Right Turn | 6 : 3 Right Turn
-Side
Red Band | Green Band
1,2 : 1 Right Turn | 1 : 3 Right Bank
3,4 : 2 Right Turn | 2 : 3 Right Turn
5 : 3 K-Turn * | 3 : 2 Right Bank
6 : 5 K-Turn * | 4,5 : 2 Right Turn
| 6 : 1 Right Turn
-135’
Red Band | Green Band
1,2 : 1 Right Turn | 1 : 5 K-Turn *
3 : 2 Right Turn | 2,3 : 3 K-Turn *
4 : 3 K-Turn * | 4,5 : 2 Right Turn
5,6 : 5 K-Turn * | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1 : 5 K-Turn * | 1,2,3,4: 3 K-Turn *
2,3 : 3 K-Turn * | 5 : 1 Left Turn
4 : 3 Left Turn | 6 : 1 Right Turn
5 : 3 Right Turn |
6 : 5 Straight |
-Actions:
Remove Stress / Crit
Boost to Get a Shot, or avoid targets arc while keeping target in arc
Focus
Evade
-Attack
Prioritize TL, Missile if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 2 Right Turn | 3,4: 2 Left Turn | 5,6: 5 Straight)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

B-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1 : 4 Straight *
2 : 1 Right Bank | 2,3,4 : 3 Straight
3,4,5 : 1 Straight | 5,6 : 2 Straight
6 : 2 K-Turn * |
-45'
Red Band | Green Band
1 : 2 Right Bank | 1 : 2 Straight
2 : 1 Straight | 2,3 : 2 Right Bank
3,4,5 : 1 Right Bank | 4,5 : 2 Right Turn
6 : 1 Right Turn * | 6 : 3 Right Bank *
-Side
Red Band | Green Band
1,2 : 2 K-Turn * | 1 : 3 Right Bank *
3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 1 Right Turn * | 5,6 : 1 Right Turn *
-135'
Red Band | Green Band
1,2,3 : 2 K-Turn * | 1,2 : 2 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 1 Right Turn * | 6 : 1 Right Turn *
-Behind
Red Band | Green Band
1,2,3 : 2 K-Turn * | 1,2,3,4: 2 K-Turn *
4 : 1 Left Turn * | 5 : 2 Left Turn
5 : 1 Right Turn * | 6 : 2 Right Turn
6 : 3 Straight |
-Actions:
Remove Stress / Crit
Barrel Roll to Get Shot
Barrel Roll to avoid Targets Arc, while still maintaining arc
Focus
-Attack
Prioritize TL, Torpedoes if possible
Fire Cannon Range 2-3
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

K-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 3 Straight | 1,2,3,4: 3 Straight
3 : 2 Left Bank | 5,6 : 2 Straight
4 : 2 Right Bank |
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1,2 : 2 Right Bank | 1,2 : 3 Straight
3 : 2 Left Bank | 2,3 : 2 Right Bank
4 : 2 Left Turn | 4,5 : 3 Right Bank
5,6 : 3 Straight | 6 : 2 Right Turn
-Side
Red Band | Green Band
1 : 3 Right Bank | 1 : 3 Right Bank
2,3 : 2 Right Bank | 2,3 : 2 Right Bank
4 : 2 Right Turn | 4,5, : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Bank
-135'
Red Band | Green Band
1 : 3 Right Bank | 1,2,3 : 2 Right Turn
2,3 : 2 Right Bank | 4,5 : 2 Right Bank
4,5 : 2 Right Turn | 6 : 1 Right Bank
6 : 1 Right Bank |
-Behind
Red Band | Green Band
1,2 : 2 Left Turn | 1,2,3 : 2 Left Turn
3,4 : 2 Right Turn | 4,5,6 : 2 Right Turn
5 : 1 Left Bank |
6 : 1 Right Bank |
-Actions:
Remove Stress / Crit
If no shot, SLAM. (1,2: Straight | 3,4: Bank towards Target | 5,6: Turn towards Target, if at speed 2, else Bank)
Then assign Weapons Disabled Token
Drop Bomb Check (If available)
Depending on equipped ordinance, check before or after movement to determine if dropped
At least 1 Enemy ship is located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have not moved are located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have already moved are within Range 1 of where Bomb would land
If all the above is true: Roll 1 Attack Die, place Bomb on Hit or Crit
Focus
-Attack
Prioritize TL, Fire Torpedoes if able
Fire equipped Turret if Able, else fire Primary Turret
-Flee: At 2 or fewer Hull remaining begin fleeing (No Hyperdrive Equipped)
Flee towards Escape edge at fastest speed and using SLAM

E-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2,3 : 5 Straight
2 : 1 Right Bank | 4,5 : 4 Straight
3,4 : 1 Straight | 6 : 3 Straight
5,6 : 4 K-Turn * |
-45'
Red Band | Green Band
1 : 3 K-Turn * | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4,5 : 1 Right Bank | 3,4,5 : 3 Right Bank
6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5 : 3 K-Turn * | 5,6, : 3 Right Turn
6 : 4 K-Turn * |
-135'
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2 : 4 K-Turn *
4 : 2 Right Turn | 3,4 : 2 Right Turn
5,6 : 4 K-Turn * | 5,6 : 3 K-Turn *
-Behind
Red Band | Green Band
1 : 3 K-Turn * | 1,2,3,4: 3 K-Turn *
2,3 : 4 K-Turn * | 5 : 3 Left Turn
4 : 3 Left Turn | 6 : 3 Right Turn
5 : 3 Right Turn |
6 : 5 Straight |
-Actions:
Remove Stress / Crit
Barrel Roll to Get a Shot | or avoid targets arc while keeping target in arc
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1: 1 Straight | 2: 2 Straight | 3,4: 3 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

YT-1300

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 4 Straight | 1,2,3 : 4 Straight
3 : 3 Left Bank | 4,5 : 3 Straight
4 : 3 Right Bank | 6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 3 Right Bank | 1 : 4 Straight
2 : 3 Left Bank | 2,3,4 : 3 Right Bank
3 : 2 Left Bank | 5 : 2 Right Bank
4 : 2 Left Turn | 6 : 2 Right Turn
5,6 : 4 Straight |
-Side
Red Band | Green Band
1,2 : 3 Right Bank | 1,2 : 3 Right Bank
3 : 4 K-Turn * | 3,4 : 2 Right Turn
4 : 1 Right Bank | 5 : 1 Right Bank
5 : 2 Right Turn | 6 : 1 Right Turn
6 : 1 Right Turn |
-135'
Red Band | Green Band
1 : 4 K-Turn * | 1 : 4 K-Turn *
2 : 3 K-Turn * | 2 : 3 K-Turn *
3,4 : 1 Right Turn | 3,4,5 : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1 : 4 K-Turn *
4 : 1 Straight | 2,3,4 : 3 K-Turn *
5 : 1 Left Turn | 5 : 1 Left Turn
6 : 1 Right Turn | 6 : 1 Right Turn
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible (Built in 2x Extra Munitions), else fire Turret
Additionally, Fire Turret on Nearest Enemy not attacked in previous step
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

YT-2400

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 4 Straight | 1,2,3 : 4 Straight
3 : 3 Left Bank | 4,5 : 3 Straight
4 : 3 Right Bank | 6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 3 Right Bank | 1 : 4 Straight
2 : 3 Left Bank | 2,3 : 3 Right Bank
3 : 2 Left Bank | 4 : 2 Right Bank
4 : 2 Left Turn | 5 : 2 Right Turn
5,6 : 4 Straight | 6 : 3 Right Turn
-Side
Red Band | Green Band
1,2 : 3 Right Bank | 1,2 : 3 Right Bank
3 : 4 K-Turn * | 3,4 : 3 Right Turn
4 : 1 Right Bank | 5 : 1 Right Bank
5 : 2 Right Turn | 6 : 1 Right Turn
6 : 1 Right Turn |
-135'
Red Band | Green Band
1 : 4 K-Turn * | 1 : 4 K-Turn *
2 : 2 Right Turn | 2 : 3 Right Turn
3,4 : 1 Right Turn | 3,4,5 : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4 : 1 Straight | 3 : 2 Left Turn
5 : 1 Left Turn | 4 : 2 Right Turn
6 : 1 Right Turn | 5 : 1 Left Turn
| 6 : 1 Right Turn
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible (Built in 2x Extra Munitions), else fire Cannon
Additionally, Fire Turret on Nearest Enemy not attacked in previous step
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

HWK-290

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 3 Straight | 1 : 4 Straight *
3 : 2 Left Bank | 2,3,4 : 3 Straight
4 : 2 Right Bank | 5,6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 2 Right Bank | 1 : 4 Straight *
2 : 2 Left Bank | 2 : 3 Straight
3 : 2 Left Turn | 3,4 : 2 Right Bank
4,5 : 3 Straight | 5 : 2 Right Turn
6 : 4 Straight * | 6 : 3 Right Bank *
-Side
Red Band | Green Band
1 : 3 Right Bank * | 1 : 3 Right Bank *
2,3 : 2 Right Bank | 2,3 : 2 Right Bank
4 : 2 Right Turn | 4,5, : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Bank
-135'
Red Band | Green Band
1 : 3 Right Bank * | 1,2,3,4: 2 Right Turn
2,3 : 2 Right Bank | 5,6 : 1 Right Bank
4,5 : 2 Right Turn |
6 : 1 Right Bank |
-Behind
Red Band | Green Band
1,2 : 2 Left Turn | 1,2,3 : 2 Left Turn
3,4 : 2 Right Turn | 4,5,6 : 2 Right Turn
5 : 1 Left Bank |
6 : 1 Right Bank |
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Fire Turret
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

(Edit: Figured out the Spoiler Tag issue)
(Edit 2: Changed Ratios to match current Ai)
Please respond with any comments on the maneuvers, their ratios, or the Action / Attack / Flee rules.
I'll try to get some Scum ships figured out as well, but I do not have any to test with (except on Vassal)
Edited by DarthMixer

A thousand likes to the above.

Some initial thoughts on balancing squads:

Depending on the type of Imperial ship there is a multiplier to determine base amount of Rebel ships rounded down

Example:

-Tie fighter = .5 Rebel ships

-Tie Advanced = .75 Rebel ships

Imperial Squad:

Able to have 1 Wingman (your level -2, minimum of 1)
Must fly the same type of ship. Ship modifications are purchased for both.
EPTs must be purchased individually.
Wingman must end movement within Range 3 of you, or both receive Stress
If Wingman is destroyed: You receive 1 Stress.
-If they fail rescue roll (Crit Crit): New wingman is half of prior Wingman level rounded Down. (i.e7 > 3) All Purchased EPTs are lost.
-If they roll for Exp loss, you lose ¼ to ½ depending on roll.

Some initial thoughts on balancing squads:

Depending on the type of Imperial ship there is a multiplier to determine base amount of Rebel ships rounded down

Example:

-Tie fighter = .5 Rebel ships

-Tie Advanced = .75 Rebel ships

Imperial Squad:

Able to have 1 Wingman (your level -2, minimum of 1)
Must fly the same type of ship. Ship modifications are purchased for both.
EPTs must be purchased individually.
Wingman must end movement within Range 3 of you, or both receive Stress
If Wingman is destroyed: You receive 1 Stress.
-If they fail rescue roll (Crit Crit): New wingman is half of prior Wingman level rounded Down. (i.e7 > 3) All Purchased EPTs are lost.
-If they roll for Exp loss, you lose ¼ to ½ depending on roll.

Here's my alternative:

Wingman: you fly 2 ships, that share modifications, pilot skills and EPTs. You get one experience if either ship hits an enemy (limit 1 per turn, not 1 per ship per turn) and 1 XP per kill as normal.

Tie fighters are the basic Wingman craft, at PS4 you can upgrade to Wingman Tie FOs.

After playing with it a bit I've made a few modifications

-T-65: Modified 45' & Side Red Band ratios

-T-70: Modified Side Red Band maneuvers

-Z-95: Modified 45' Ratios & Side Red Band maneuvers

-Y-Wing: Fixed Typo

-A-Wing: Fixed Typo

X-Wing T-65

-Free Target Lock action prior to movement

-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,6 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 4 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Right Turn | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4 : 1 Right Bank | 3,4,5 : 3 Right Bank
5,6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3 : 2 Right Turn | 2,3,4 : 2 Right Turn
4 : 3 Right Turn | 5,6 : 3 Right Turn
5,6 : 4 K-Turn * |
-135’
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn | 6 : 3 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Defend: Discard Astromech (Integrated Astromech) to preserve last Hull Point
If Astromech is discarded, Hyperdrive is unavailable.
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed
X-Wing T-70

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver TR = Talon Roll
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,5 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 4 K-Turn * |
-45’
Red Band | Green Band
1 : 3 Right TR * | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4,5 : 1 Right Bank | 3,4,5 : 3 Right Bank
6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 Right TR | 5,6, : 3 Right Turn
-135’
Red Band | Green Band
1,2,3 : 3 Right TR * | 1,2 : 4 K-Turn *
4 : 2 Right Turn | 3,4 : 2 Right Turn
5,6 : 4 K-Turn * | 5,6 : 3 Right TR *
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 3 Left TR * | 5 : 3 Left TR *
5 : 3 Right TR * | 6 : 3 Right TR *
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Boost to Get a Shot, or avoid targets arc while keeping target in arc
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Defend: Discard Astromech (Integrated Astromech) to preserve last Hull Point
If Astromech is discarded, Hyperdrive is unavailable.
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1: 1 Straigt | 2: 2 Straight | 3,4: 3 Straigt | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed
Z-95 Headhunter

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2 : 4 Straight
2 : 1 Right Bank | 3,4,5 : 3 Straight
3,4,5 : 1 Straight | 6 : 2 Straight
6 : 3 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Right Turn | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4 : 1 Right Bank | 3,4,5 : 3 Right Bank
5,6 : 3 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 K-Turn | 5,6, : 3 Right Turn
-135’
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2 : 3 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn | 6 : 3 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2,3,4: 3 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 4 Straight |
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 2 Right Bank | 6: 2 Left Bank)
Then Follow standard Jump Rules
If unable to Jump, or within Range 2 of Escape edge and facing it, flee there at fastest speed

Y-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1 : 4 Straight *
2 : 1 Right Bank | 2,3,4 : 3 Straight
3,4 : 1 Straight | 5,6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45’
Red Band | Green Band
1,2 : 2 Right Turn | 1 : 2 Straight
3 : 1 Straight | 2 : 2 Right Bank
4,5,6 : 1 Right Bank | 3,4 : 3 Right Bank
| 5,6 : 2 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 3 Right Turn * | 5,6 : 3 Right Turn *
-135’
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 3 Right Turn * | 6 : 3 Right Turn *
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2,3,4: 4 K-Turn *
4 : 2 Left Turn | 5 : 2 Left Turn
5 : 2 Right Turn | 6 : 2 Right Turn
6 : 3 Straight |
-Actions:
Remove Stress / Crit
Drop Bomb Check (If available)
Depending on equipped ordinance, check before or after movement to determine if dropped
At least 1 Enemy ship is located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have not moved are located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have already moved are within Range 1 of where Bomb would land
If all the above is true: Roll 1 Attack Die, place Bomb on Hit or Crit
Astromech Action
Focus
-Attack
Prioritize TL, Torpedoes if possible
Fire Turret
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4,5,6: 2 Straight)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

A-Wing

-Free Target Lock action prior to movement (Focus if equipped with Proton Rockets, or missile is already spent)
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 2 Left Bank | 1,2,3 : 5 Straight
2 : 2 Right Bank | 4,5 : 4 Straight
3,4 : 2 Straight | 6 : 3 Straight
5,6 : 5 K-Turn * |
-45’
Red Band | Green Band
1 : 2 Straight | 1 : 3 Straight
2,3 : 2 Right Bank | 2 : 2 Right Bank
4,5 : 5 K-Turn * | 3,4,5 : 3 Right Bank
6 : 1 Right Turn | 6 : 3 Right Turn
-Side
Red Band | Green Band
1,2 : 1 Right Turn | 1 : 3 Right Bank
3,4 : 2 Right Turn | 2 : 3 Right Turn
5 : 3 K-Turn * | 3 : 2 Right Bank
6 : 5 K-Turn * | 4,5 : 2 Right Turn
| 6 : 1 Right Turn
-135’
Red Band | Green Band
1,2 : 1 Right Turn | 1 : 5 K-Turn *
3 : 2 Right Turn | 2,3 : 3 K-Turn *
4 : 3 K-Turn * | 4,5 : 2 Right Turn
5,6 : 5 K-Turn * | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1 : 5 K-Turn * | 1,2,3,4: 3 K-Turn *
2,3 : 3 K-Turn * | 5 : 1 Left Turn
4 : 3 Left Turn | 6 : 1 Right Turn
5 : 3 Right Turn |
6 : 5 Straight |
-Actions:
Remove Stress / Crit
Boost to Get a Shot, or avoid targets arc while keeping target in arc
Focus
Evade
-Attack
Prioritize TL, Missile if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 2 Right Turn | 3,4: 2 Left Turn | 5,6: 5 Straight)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

B-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1 : 4 Straight *
2 : 1 Right Bank | 2,3,4 : 3 Straight
3,4,5 : 1 Straight | 5,6 : 2 Straight
6 : 2 K-Turn * |
-45'
Red Band | Green Band
1 : 2 Right Bank | 1 : 2 Straight
2 : 1 Straight | 2,3 : 2 Right Bank
3,4,5 : 1 Right Bank | 4,5 : 2 Right Turn
6 : 1 Right Turn * | 6 : 3 Right Bank *
-Side
Red Band | Green Band
1,2 : 2 K-Turn * | 1 : 3 Right Bank *
3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5,6 : 1 Right Turn * | 5,6 : 1 Right Turn *
-135'
Red Band | Green Band
1,2,3 : 2 K-Turn * | 1,2 : 2 K-Turn *
4,5 : 2 Right Turn | 3,4,5 : 2 Right Turn
6 : 1 Right Turn * | 6 : 1 Right Turn *
-Behind
Red Band | Green Band
1,2,3 : 2 K-Turn * | 1,2,3,4: 2 K-Turn *
4 : 1 Left Turn * | 5 : 2 Left Turn
5 : 1 Right Turn * | 6 : 2 Right Turn
6 : 3 Straight |
-Actions:
Remove Stress / Crit
Barrel Roll to Get Shot
Barrel Roll to avoid Targets Arc, while still maintaining arc
Focus
-Attack
Prioritize TL, Torpedoes if possible
Fire Cannon Range 2-3
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

K-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 3 Straight | 1,2,3,4: 3 Straight
3 : 2 Left Bank | 5,6 : 2 Straight
4 : 2 Right Bank |
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1,2 : 2 Right Bank | 1,2 : 3 Straight
3 : 2 Left Bank | 2,3 : 2 Right Bank
4 : 2 Left Turn | 4,5 : 3 Right Bank
5,6 : 3 Straight | 6 : 2 Right Turn
-Side
Red Band | Green Band
1 : 3 Right Bank | 1 : 3 Right Bank
2,3 : 2 Right Bank | 2,3 : 2 Right Bank
4 : 2 Right Turn | 4,5, : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Bank
-135'
Red Band | Green Band
1 : 3 Right Bank | 1,2,3 : 2 Right Turn
2,3 : 2 Right Bank | 4,5 : 2 Right Bank
4,5 : 2 Right Turn | 6 : 1 Right Bank
6 : 1 Right Bank |
-Behind
Red Band | Green Band
1,2 : 2 Left Turn | 1,2,3 : 2 Left Turn
3,4 : 2 Right Turn | 4,5,6 : 2 Right Turn
5 : 1 Left Bank |
6 : 1 Right Bank |
-Actions:
Remove Stress / Crit
If no shot, SLAM. (1,2: Straight | 3,4: Bank towards Target | 5,6: Turn towards Target, if at speed 2, else Bank)
Then assign Weapons Disabled Token
Drop Bomb Check (If available)
Depending on equipped ordinance, check before or after movement to determine if dropped
At least 1 Enemy ship is located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have not moved are located in the Rear or 135' sections AND closing within Range 3
No Friendly ships that have already moved are within Range 1 of where Bomb would land
If all the above is true: Roll 1 Attack Die, place Bomb on Hit or Crit
Focus
-Attack
Prioritize TL, Fire Torpedoes if able
Fire equipped Turret if Able, else fire Primary Turret
-Flee: At 2 or fewer Hull remaining begin fleeing (No Hyperdrive Equipped)
Flee towards Escape edge at fastest speed and using SLAM

E-Wing

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1 : 1 Left Bank | 1,2,3 : 5 Straight
2 : 1 Right Bank | 4,5 : 4 Straight
3,4 : 1 Straight | 6 : 3 Straight
5,6 : 4 K-Turn * |
-45'
Red Band | Green Band
1 : 3 K-Turn * | 1 : 2 Straight
2 : 1 Straight | 2 : 2 Right Bank
3,4,5 : 1 Right Bank | 3,4,5 : 3 Right Bank
6 : 4 K-Turn * | 6 : 3 Right Turn
-Side
Red Band | Green Band
1 : 1 Right Bank | 1 : 3 Right Bank
2,3,4 : 2 Right Turn | 2,3,4 : 2 Right Turn
5 : 3 K-Turn * | 5,6, : 3 Right Turn
6 : 4 K-Turn * |
-135'
Red Band | Green Band
1,2,3 : 3 K-Turn * | 1,2 : 4 K-Turn *
4 : 2 Right Turn | 3,4 : 2 Right Turn
5,6 : 4 K-Turn * | 5,6 : 3 K-Turn *
-Behind
Red Band | Green Band
1 : 3 K-Turn * | 1,2,3,4: 3 K-Turn *
2,3 : 4 K-Turn * | 5 : 3 Left Turn
4 : 3 Left Turn | 6 : 3 Right Turn
5 : 3 Right Turn |
6 : 5 Straight |
-Actions:
Remove Stress / Crit
Barrel Roll to Get a Shot | or avoid targets arc while keeping target in arc
Focus
-Attack
Prioritize TL, Torpedoes if possible
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1: 1 Straight | 2: 2 Straight | 3,4: 3 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

YT-1300

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 4 Straight | 1,2,3 : 4 Straight
3 : 3 Left Bank | 4,5 : 3 Straight
4 : 3 Right Bank | 6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 3 Right Bank | 1 : 4 Straight
2 : 3 Left Bank | 2,3,4 : 3 Right Bank
3 : 2 Left Bank | 5 : 2 Right Bank
4 : 2 Left Turn | 6 : 2 Right Turn
5,6 : 4 Straight |
-Side
Red Band | Green Band
1,2 : 3 Right Bank | 1,2 : 3 Right Bank
3 : 4 K-Turn * | 3,4 : 2 Right Turn
4 : 1 Right Bank | 5 : 1 Right Bank
5 : 2 Right Turn | 6 : 1 Right Turn
6 : 1 Right Turn |
-135'
Red Band | Green Band
1 : 4 K-Turn * | 1 : 4 K-Turn *
2 : 3 K-Turn * | 2 : 3 K-Turn *
3,4 : 1 Right Turn | 3,4,5 : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1 : 4 K-Turn *
4 : 1 Straight | 2,3,4 : 3 K-Turn *
5 : 1 Left Turn | 5 : 1 Left Turn
6 : 1 Right Turn | 6 : 1 Right Turn
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible (Built in 2x Extra Munitions), else fire Turret
Additionally, Fire Turret on Nearest Enemy not attacked in previous step
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

YT-2400

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 4 Straight | 1,2,3 : 4 Straight
3 : 3 Left Bank | 4,5 : 3 Straight
4 : 3 Right Bank | 6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 3 Right Bank | 1 : 4 Straight
2 : 3 Left Bank | 2,3 : 3 Right Bank
3 : 2 Left Bank | 4 : 2 Right Bank
4 : 2 Left Turn | 5 : 2 Right Turn
5,6 : 4 Straight | 6 : 3 Right Turn
-Side
Red Band | Green Band
1,2 : 3 Right Bank | 1,2 : 3 Right Bank
3 : 4 K-Turn * | 3,4 : 3 Right Turn
4 : 1 Right Bank | 5 : 1 Right Bank
5 : 2 Right Turn | 6 : 1 Right Turn
6 : 1 Right Turn |
-135'
Red Band | Green Band
1 : 4 K-Turn * | 1 : 4 K-Turn *
2 : 2 Right Turn | 2 : 3 Right Turn
3,4 : 1 Right Turn | 3,4,5 : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Turn
-Behind
Red Band | Green Band
1,2,3 : 4 K-Turn * | 1,2 : 4 K-Turn *
4 : 1 Straight | 3 : 2 Left Turn
5 : 1 Left Turn | 4 : 2 Right Turn
6 : 1 Right Turn | 5 : 1 Left Turn
| 6 : 1 Right Turn
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Missiles if possible (Built in 2x Extra Munitions), else fire Cannon
Additionally, Fire Turret on Nearest Enemy not attacked in previous step
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

HWK-290

-Free Target Lock action prior to movement
-Movement: * = Red Maneuver
-Forward
Red Band | Green Band
1,2 : 3 Straight | 1 : 4 Straight *
3 : 2 Left Bank | 2,3,4 : 3 Straight
4 : 2 Right Bank | 5,6 : 2 Straight
5 : 2 Left Turn |
6 : 2 Right Turn |
-45'
Red Band | Green Band
1 : 2 Right Bank | 1 : 4 Straight *
2 : 2 Left Bank | 2 : 3 Straight
3 : 2 Left Turn | 3,4 : 2 Right Bank
4,5 : 3 Straight | 5 : 2 Right Turn
6 : 4 Straight * | 6 : 3 Right Bank *
-Side
Red Band | Green Band
1 : 3 Right Bank * | 1 : 3 Right Bank *
2,3 : 2 Right Bank | 2,3 : 2 Right Bank
4 : 2 Right Turn | 4,5, : 2 Right Turn
5,6 : 1 Right Bank | 6 : 1 Right Bank
-135'
Red Band | Green Band
1 : 3 Right Bank * | 1,2,3,4: 2 Right Turn
2,3 : 2 Right Bank | 5,6 : 1 Right Bank
4,5 : 2 Right Turn |
6 : 1 Right Bank |
-Behind
Red Band | Green Band
1,2 : 2 Left Turn | 1,2,3 : 2 Left Turn
3,4 : 2 Right Turn | 4,5,6 : 2 Right Turn
5 : 1 Left Bank |
6 : 1 Right Bank |
-Actions:
Remove Stress / Crit
Focus
-Attack
Prioritize TL, Fire Turret
-Flee: At 2 or fewer Hull remaining begin fleeing
HyperDrive: (Roll: 1,2: 1 Straight | 3,4: 2 Straight | 5: 1 Right Bank | 6: 1 Left Bank)
Then Follow standard Jump Rules
If within Range 2 of Escape edge and facing it, flee there at fastest speed

(Edit: Fixed Z-95 Typo)

Edited by DarthMixer

Some Imperial thoughts so far after playing a bit.

Wingman Type: It seems to play better when both ships are the same type with the same modifications. I think that works better thematically as well, pilots in the same squad will generally have the same ship type. One Caveat, I believe the Punisher may be too powerful to fly as a pair.

Wingman EPT: I'm still leaning towards different abilities and skill level. You have the possibility of some cool combos if they have different EPTs, but it is slightly more complicated to keep track of. This also gives more uniqueness to the different pilots, and acknowledges that not everyone in the squadron is identical. Lastly, with different skill levels you are forced to think of your moves more strategically to ensure no collisions.

Decloak changes: The Ai has too much advantage if you Decloak before they determine movement, the Player has too much advantage if they Decloak after the Ai moves. Therefore, the Phantom needs to Decloak at the beginning of Activation as normal, but mark where they were for the Ai movement purposes. Pre-movement TL is measured after in Decloaked position.

I have not played with XP yet, but I think the limit of 1 Hit XP per turn is fair

Here is a question, do you assume all fighters with an astromech slot will be carrying an R2 (and unhinged for thier salvaged slot)? simply changing thier dial choices to reflect this could change thier behavior drastically (esp for the Y-Wing).

Might want to consider all having a permenant R2/Unhinged plus any actual Astromechs and modify the AI based on that

Here is a question, do you assume all fighters with an astromech slot will be carrying an R2 (and unhinged for thier salvaged slot)? simply changing thier dial choices to reflect this could change thier behavior drastically (esp for the Y-Wing).

Might want to consider all having a permenant R2/Unhinged plus any actual Astromechs and modify the AI based on that

That would make sense if the HotAC cared about performing Green Maneuvers - they have their own mechanic for dealing with stress.

I'd rather see a greater variety of the Astromechs we now have in the game.

Maybe if you're developing a Imperial campaign each player would field a squad of 2 Tie fighters.... being arc dodgers and shield less work your way up to a lager squad of 3 and eventually to Four. If you move from a Tie Fighter to a Interceptor maybe you lose a couple of ships, if you upgrade to a Tie Defender... you fly solo.? Just a thought to keep the game play interesting and playable. I would love to see a Imperial campaign not restricted to fighting Rebels but intermixed with Scum missions.... get a couple of plots going to mix it up.

-------------

I like the idea of Soontir and Wedge flying a mission together... uniting as brothers (inlaws) after all they are family... of course against a scum foe, though a renegade Rebel or Imperial fleet isn't also out of the question.

Edited by Dej2

Maybe if you're developing a Imperial campaign each player would field a squad of 2 Tie fighters.... being arc dodgers and shield less work your way up to a lager squad of 3 and eventually to Four. If you move from a Tie Fighter to a Interceptor maybe you lose a couple of ships, if you upgrade to a Tie Defender... you fly solo.? Just a thought to keep the game play interesting and playable. I would love to see a Imperial campaign not restricted to fighting Rebels but intermixed with Scum missions.... get a couple of plots going to mix it up.

Just to repeat myself, I've been flying 2 z95s as a single "ship" in the regular campain, and it's been fairly well balanced with equal-points single ships everyone else is flying.

Starting with 2x PS1 tie fighters and 6 points (with a custom, scenerio title for the tie, 2 points to gain a missile or torpedo slot), 2x PS1 Tie FO with no points, a PS3 Intercepter with 2 points, or a PS2 Bomber with 10 points, should be a good selection and not be out of line with what the original campain called for.

I'd agree about starting in TIE fighters. Just give the 'named pilots' a bit of an edge.

I might actually have the mission define the ships all the pilots will fly - normally all the same (TIE Fighter: All), occasionally offering options (TIE Bomber: Any, TIE Interceptor: One per Three Pilots) for appropriate missions. As a result, you don't need to allow for what the players are flying, because you mandate it as part of the mission.

The pilots, it can be assumed, are qualified on all imperial craft, and keep their pilot skill and elite pilot talent(s) - with other upgrades to be determined based again on the mission (after all, Imperial ships aren't personal custom fighters - not until you get higher up the food chain, anyway).

So to start with, each player gets an EPT slot, PS1, and - for mission 1, is mandated to use an unmodified TIE fighter.... yes, quite a lot of them will end up punching out.

I kind of want the first mission to be "Graduation Day" - combat deployment #1, against some Binyare pirates in Headhunters.

Not sure i mentioned it in this thread, but "ground attack squadron" from an acclamator with TIE/LN's uparmoured with a hull upgrade does work well fluff and crunch.

Edited by DariusAPB

Nice work, you guys. Took the words right out of my mouth. Having one wingman is a terrific idea- two or three would be nice, but balancing would be hard and it's not entirely easy to move a whole swarm around like that. Sounds like we've decided it's nigh-essential for normal TIEs, but I'd argue it might be appropriate for interceptors and bombers, if it balances, that is. I'd also argue that wingmen should come standard with Biggs' ability, or at least be able to do a "protect" action. It kind of boils down to having a bit more HP and attack dice that way. Kind of neat.

Also, this sounds like a hard campaign. (Which is good.) Experience points might be hard to come by with Rebel ships having a 'flee' mechanic, and I like that. Increased encouragement for team-play is never a bad thing. Just because it interests me, it would be a fun bit of setting if the Empire is not sending much in the way of resources to the system the players are operating in, helping to create that feeling of an overwhelming opposition. Maybe all XP could go to a group fund, or certain mission objectives could add to such a pool when accomplished. (Also, would it be too much work to write in secondary objectives when a primary objective is failed?)

I also agree with the change of setting. How about somewhere close to Hutt Space for maximum Scummery and Villainry? And a snappy title, like "Enforcers of the Iotran Expanse"

Basic TIE with a wingman that must follow your dial unless he can't/is red and a biggs idea sounds great actually. Like, I really like that.

I disagree with the biggs mechanic. Your making one pilot more special than the other, with both lore and mechanical inplications.

Two ships should be two ships. If one gets blown up, roll for pilot ejection on that shipd upgrades only. If it dies, it buys pilot skill on the replacement for half price until it matches your survivor.

That might work better. You are right regarding theme.

The idea of having a Wingman holds appeal to me mainly due to the fact that the Empire has less abilities to avoid damage, and no way to Regenerate shields, so I was looking at it as a survivability mod.

At the same time, it may be overpowered when you get out of the basic Tie.

For example, the 2 most recent Ai Movement test games I did were built as follows:

Round 1
Imperial:
Darth Vader with Juke + Tempest. Ships equipped with Proton Rockets, Advanced Targeting Computer, & Engine Upgrade
Whisper with Juke + Sigma. Ships equipped with Adv Cloaking, Sensor Jammer, & Tactician

Rebel: 
3x Rookie Pilot with Proton Torpedoes
2x Gold Squadron with Ion Turret, Proton Torpedoes, & Ion Bombs

Results:
The Phantom squad decimated the X-Wings with only Whisper loosing 1 shield. The Advanced squad had some issues overcoming the Y-Wings due to getting hit by the Ion turrets and bombs, but both ships survived long enough for the Phantoms to come to the rescue.
Round 2
Imperial:
Darth Vader with Juke + Tempest. Ships equipped with Proton Rockets, Advanced Targeting Computer, & Engine Upgrade
Whisper with Juke + Sigma. Ships equipped with Adv Cloaking, Sensor Jammer, & Tactician
Soontir Fel with PTL + Royal Guard. Ships equipped with Stealth, & AutoThrusters

Rebel: 
3x Rookie Pilot with Proton Torpedoes
2x Gold Squadron with Ion Turret, Proton Torpedoes, & Ion Bombs
2x Blue Squadron with HLC (Turn 5)
1x Outer Rim Smuggler   (Turn 7)


Results:
The Phantoms took 2 of the X-Wings out fast, the last one survived to the end due to the Phantoms changing targets, Sigma lost shields. Y-Wings went down in a few turns taking 1 shield off Darth, and 2 shields off Tempest. B-Wings came almost directly in front of the Interceptors, one of which went down in a blaze before even firing due to 4 Empire ships facing it. The other ran onto a rock after getting a hit on Soontir and was taken out. ORS came in, but could not do any damage before focused fire took it down.

The main purpose of these games were to test the Ai Movement so I did not want the Empire to die quickly, but I'm not sure that a few Astromechs and Mods would have changed the results too much.

When thinking of the customization combos we can do, it may make the Empire way too powerful if they have Wingmen. I'm specifically thinking of a Phantom with Sensor Jammer, Advanced Cloaking, and Stygium Accelerator.

So maybe there can be some way to choose. You can either buy a Modification, or use that slot and pay 12 points or so for an Academy Wingman. That way people who want a squad can get one, but those who want a strong Ace are not too overpowered.

I'm still worried about the whole dying too easy and loosing a significant investment, but maybe that could be factored into the Death roll. Possibly instead of having to make a new character, you get loose all EPTs simulating a squad mate of similar skill, but not experience, taking over.

What about free PTL for players?

Evade tokens!

The idea of having a Wingman holds appeal to me mainly due to the fact that the Empire has less abilities to avoid damage, and no way to Regenerate shields, so I was looking at it as a survivability mod.

At the same time, it may be overpowered when you get out of the basic Tie.

For example, the 2 most recent Ai Movement test games I did were built as follows:

Round 1
Imperial:
Darth Vader with Juke + Tempest. Ships equipped with Proton Rockets, Advanced Targeting Computer, & Engine Upgrade
Whisper with Juke + Sigma. Ships equipped with Adv Cloaking, Sensor Jammer, & Tactician

Rebel: 
3x Rookie Pilot with Proton Torpedoes
2x Gold Squadron with Ion Turret, Proton Torpedoes, & Ion Bombs

Results:
The Phantom squad decimated the X-Wings with only Whisper loosing 1 shield. The Advanced squad had some issues overcoming the Y-Wings due to getting hit by the Ion turrets and bombs, but both ships survived long enough for the Phantoms to come to the rescue.
Round 2
Imperial:
Darth Vader with Juke + Tempest. Ships equipped with Proton Rockets, Advanced Targeting Computer, & Engine Upgrade
Whisper with Juke + Sigma. Ships equipped with Adv Cloaking, Sensor Jammer, & Tactician
Soontir Fel with PTL + Royal Guard. Ships equipped with Stealth, & AutoThrusters

Rebel: 
3x Rookie Pilot with Proton Torpedoes
2x Gold Squadron with Ion Turret, Proton Torpedoes, & Ion Bombs
2x Blue Squadron with HLC (Turn 5)
1x Outer Rim Smuggler   (Turn 7)


Results:
The Phantoms took 2 of the X-Wings out fast, the last one survived to the end due to the Phantoms changing targets, Sigma lost shields. Y-Wings went down in a few turns taking 1 shield off Darth, and 2 shields off Tempest. B-Wings came almost directly in front of the Interceptors, one of which went down in a blaze before even firing due to 4 Empire ships facing it. The other ran onto a rock after getting a hit on Soontir and was taken out. ORS came in, but could not do any damage before focused fire took it down.

The main purpose of these games were to test the Ai Movement so I did not want the Empire to die quickly, but I'm not sure that a few Astromechs and Mods would have changed the results too much.

When thinking of the customization combos we can do, it may make the Empire way too powerful if they have Wingmen. I'm specifically thinking of a Phantom with Sensor Jammer, Advanced Cloaking, and Stygium Accelerator.

So maybe there can be some way to choose. You can either buy a Modification, or use that slot and pay 12 points or so for an Academy Wingman. That way people who want a squad can get one, but those who want a strong Ace are not too overpowered.

I'm still worried about the whole dying too easy and loosing a significant investment, but maybe that could be factored into the Death roll. Possibly instead of having to make a new character, you get loose all EPTs simulating a squad mate of similar skill, but not experience, taking over.

This actually sounds to me like some Imperial ships might be "Lone Wolf" types and some might be Swarm-type squadrons that you can have wingmen for.

I can't imagine a squadron of Phantoms...

A) flying in formation - the ship doesn't really work that way and I plan to address this in HotAC.

B) being anything other than overpowered compared to other Imperial ship choices versus a Rebel AI.

What about rather than getting your own named Pilot Skill, you instead can earn access to Leaders for your squads?

For example, after 9 missions your can earn Fel to lead your squad... his ability then transfers to everyone in your squad (getting a focus for each stress). You can only have one leader, right? So no stacking Leader abilities.