Villains of the Aturi Cluster?

By vyrago, in X-Wing

My version is particular, the Lambada is equivilant to the Advance, Intercepter and Bomber. Idealy I want a double fighter card, a double inquisitor card, and single cards for Advance, Intercepter, Bomber and Lambada.

Defender and Phantom are too much for the campain, like the T70 and Ewing for Rebels.

Very cool!

I'm looking forward to trying this all out at some point when I have some free time.

Replace the missile boat with a Tie Inquisitor, add Lambada and Tie Advance, and a version of the tie fighter without the extra slots, will fit my version of Villians better.

I'm going to make cards for the other ships (Advanced, Adv proto, Defender, and Phantom) But as I just got my Missile Boat, I am going to fly it when ever I get a Imp campaign going. Might do Large ship ones, but those might be better with special cards. "Support Ship", Lambda, Deci, Gonzi.

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Shapeways ? What type of plastic and detail type ?

Mel's Miniatures.

Mel's Miniatures.

Correct. FUD (Frosted Ultra Detail) is the way to go, BTW.

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Can someone do up a z95 AI (should be similar to Xwing) and HWK AI (turret focused, so similar to Decimator)?

The mission I'm working on calls for freighters that may or may not be friendly until you scan them, so I'm using HWKs and Lambadas, at least until YV666, Falcon and Ghost AI is made.

Can someone do up a z95 AI (should be similar to Xwing) and HWK AI (turret focused, so similar to Decimator)?

The mission I'm working on calls for freighters that may or may not be friendly until you scan them, so I'm using HWKs and Lambadas, at least until YV666, Falcon and Ghost AI is made.

About half way down here there is an AI card for Firespray and Z-95

Finished the pilot cards for the Adv, Adv proto, defender, and Phantom. I also went back and did some minor retooling of the TIE/ln and interceptor. I left the TIE/ln with 2 EPT's and 2 mods. As it's such a flimsy ship I feel it needs the boost. Best counter is only 3xp to start I think. I also changed the Interceptors missile to a mod/missile slot. I remember in the old "X-wing vs TIE" campaign the interceptor squad had been modified to have missiles, and I think taking a mod slot is a good balance/trade off for this. Advanced X1 title I built in, but there is no points reduction for the system now, while I feel is fine in the campaign setting.

I would like to make special cards for the Lambda, Deci, and Gozi so work as their support/carrier role in the campaign as opposed to straight player ships, but I can do Lambda and Deci as player ships if someone asks nicely :D .

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Edited by Salted Diamond

I would like to make special cards for the Lambda, Deci, and Gozi so work as their support/carrier role in the campaign as opposed to straight player ships, but I can do Lambda and Deci as player ships if someone asks nicely :D .

Can you please do the Lambada as a normal ship, and the Tie fighter double card with only 1 bonus mod and no EPT, and a double Inquisitor?

I would like to make special cards for the Lambda, Deci, and Gozi so work as their support/carrier role in the campaign as opposed to straight player ships, but I can do Lambda and Deci as player ships if someone asks nicely :D .

Can you please do the Lambada as a normal ship, and the Tie fighter double card with only 1 bonus mod and no EPT, and a double Inquisitor?

Do you mean 1 card for 2 TIE/ln's or 1 page with 2 TIE/ln cards?

Edited by Salted Diamond

BTW, where is a better host to upload the pictures from?

One card 2 statlines, 1 set of upgrades.

I usually just use imgur.

I can do a Lambda no problem, trying to figure out a dual card. I will make a TIE/ln without the extras as you requested earlier though. I left them on as IMO it's too weak without something extra. Might be fun to try and fly one all the way through a campaign.

Edited by Salted Diamond

Someone else made this dual Z-95 card over on the main HotAC topic, is this what you would like, but in TIE/ln form?

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Yes but I dont need the second upgrade bar. If you need to space fill, reminder text for my wingman rules will work.

"Each mission you gain an equal PS wingman in the same ship with the same upgrades, including pilot skills. You control both ships, and gain experience from both. (Limit 1 damage XP per turn combined). Do not roll for pilot ejection until both ships are destroyed."

I'm using MS paint, I don't think I can get rid of that whole sidebar are not have it look really off.

I did the sidepar in like 2 seconds. Fitting the text took a minute. Uploading the revised doubleZ... well that's taking longer with Imgue down.

Was going back and rereading the topic from the beginning. I'm thinking my group is going to allow extra wingmen based on type (2 for TIE/ln, 1 for Interecptors). TIE/ln will always have 1 wingman. They will always be genaric pilots, so most of 1 mod (and 1 EPT if upgraded their PS to >4 ). I might change the my TIE/ln card to represent this. You can take he extra EPT/mod, or an extra wingman.

Only thing that might have to be adjusted is movment order so you can choose to stay in formation, and would prob cap their PS at 6. As we are playing X-wing we can use the legends 181st genaric Saber squad is PS6, as they are supposedly an elite squad.

Edited by Salted Diamond

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Now gimmy a tie fighter and tie inquisitor like this. :P

Does this work for anyone?

https://tools.fantasyflightgames.com/xwing/mymissions/6621/

If so, I'd like to hear some playtest reports, with each player running a pair of identical PS1 tie fighters with 3 points for modifications each.

I will start trying to playtest this. One quick clarification, does the controller of the PS1 TIE fighters choose 1 dial and fly in formation (like the TIEs start out in Heroes), choose a different dial for each, or choose a dial for 1 and use AI for the other?

Does this work for anyone?

https://tools.fantasyflightgames.com/xwing/mymissions/6621/

If so, I'd like to hear some playtest reports, with each player running a pair of identical PS1 tie fighters with 3 points for modifications each.

I will start trying to playtest this. One quick clarification, does the controller of the PS1 TIE fighters choose 1 dial and fly in formation (like the TIEs start out in Heroes), choose a different dial for each, or choose a dial for 1 and use AI for the other?

MY thought is to have a dial for each. Flying in forced formation would be asking for headaches when Ion turrets/ion bombs happen, and giving 1 to the AI breaks the "you're in the tie that survives" thing I have going on.