Villains of the Aturi Cluster?

By vyrago, in X-Wing

Got the Y-wing pilot cards, let me know what everyone things

*EDIT* noticed a type on Calculation.

Rebel%20Ace%20Y-wing_zpsevm0kcsx.jpg

I Like, though I would change Red Ace and Chewy's abilities around. Also change Calc to auto focus up. Top level Elites are meant to be complete filth

what about for a B-wing

Basic = Adv torps

Elite = Zeb crew

= Sensor Jammer

PS6 = Intimdation

PS8 = "Chopper" (pilot)

PS10 = Outmanuver or Gemmer Sojan

It's double dipping on Zeb but I would perhaps change Chopper to Zeb Pilot. Or Change the Torps to standard Proton - PS 10 to Marek, make those Crits sting?

Villians of the Aturi Cluster doesn't sound right still.. Why not: Subjugation of the Aturi Cluster?

Villians of the Aturi Cluster doesn't sound right still.. Why not: Subjugation of the Aturi Cluster?

You are correct, it does not sound right. Why still call it the Aturi Cluster? My experience has been that the Empire has already won that cluster (repeatedly).

Anyhow, I've play tested quite a bit now (some 50 odd games), and found a serious problem with players surviving the first pass. A squadron of X wings (or y wings) will typically shoot first, and that often means, 2 or 3 ships firing on a single tie fighter. That's a pretty crappy day for whoever ended up closest. I don't mind getting shot down (ok, I do mind), but getting shot down turn 2 is pretty rough.

So how do you deal with it?

Starting Ship Options:

Tie Interceptor, 8 points, and with Red Tie ship card (starts with 2 mods, which can give you enough to not be 1 shotted)

Tie Bomber, PS2 (6 hull, hard to pop in 1 pass) starts with 10 points (buy some ordnance)

Tie Fighter, with Wingman*, and 5 points.

Tie Shuttle**, with 5 points

* For the wingman, treat it as the same pilot skill as you character. Must deploy within range 1, and in the same facing. Every Turn, if within range 1 of you, it uses your maneuver dial. It may only fire on targets in your arc, and it's own arc. If at the start of the turn it is not within range 1 of you, its primary weapon drops to 0 dice, and it gains Boost. It attempts form up, moving within range 1 of you. You can sell back the wingman for 5 points when you upgrade to another ship. You cannot take the wingman with you. You do not get any experience for damage done by you wingman.

** Stolen idea from this forum. 0-1 players my select a Tie Shuttle. If the Tie Shuttle survives the mission, then roll 1 less dice for pilots who have ejected.

Play testing showed putting either the wingmen slightly ahead, or the shuttle up front lets the ties and interceptors survive that first pass.

Play Tested Into Mission.

Intro mission, Sheep in Sheeps Clothing.

Intelligence has uncovered the location of a rebel sympathizing community. Your mission is to provide close air support to the assault team being sent in to capture this population for interrogation and processing. When the transports are sighted on the horizon, it's likely that the civilians will make a run for it. Prevent this.

Place the scum outpost map in the center of the play area. Place 1 Ion Cannon turret for 1 player, and 1 more for the 3rd and 5th player in the game. Turrets can rotate up to 90 degrees after the combat phase. They fire on the closest enemy in range (1-2). Turrets have 5 hull (take 2 hits from crits),

At the start of turn 2, place 3 civilian tokens for each player. Roll a D6 for each token placement, and match to the corresponding outpost exit. Each civilian will move 1, 2 or 3, directly at the nearest table edge each turn, at PS0, in an attempt to escape. Roll D3 for each marker each turn to determine the speed (unreliable speeder bikes).

Turn 12, if players are still present, the storm trooper assault craft land and subdue the outpost.

Players gain 1 XP for each civilian token killed.

Players gain 1 XP for disabling an Ion turret.

Players lose if no players are left on the table at the end of turn 12..

Starting turn 1, and again on turn 6, rebel air support arrives and attempts to protect the civilians (X wings and Y wings).

Scenario Special Rules:

Bug-Out. Taking place in an atmosphere, pilots can attempt to bug out. This can be done by either leaving the friendly table edge, or by pulling up and going into orbit. Going orbital works exactly like an attempt to jump to hyper-space. You must perform a green maneuver and cannot shoot, as you have shifted all power to engines.

Likewise, being a ground strike mission, mines may not be used, though bombs can be used as normal.

X-wing ace cards for input. Let me know what people think works, and what needs to me changed. I'm not 100% with these. It's harded then one would think to come up with decient combos. I know I still needs to add the PS numbers on the side.

Rebel%20Ace%20X-wing_zpstnxqoqwl.jpg

Edited by Salted Diamond

I think "Villains of the Aturi Cluster" works nice because you instantly know what it's about.

I have a hard time reading the X-Wing cards to be honest.

I have a hard time reading the X-Wing cards to be honest.

What needs to be fixed? Font to small? Color?

Font size.

Font size.

I'll try to make them bigger for the B-wing and A-wing.

How about "Defenders of the Aturi Cluster"?

Good idea!

Anybody done any more work on this? No one has posted anything in over a week. I was hopeing for help making the ace cards.

I can't do anything in the graphics department, sorry :( Too bad at it.

I just need some help coming up with the combos, I can do the graphics part.

Perhaps we should think about two standard upgrades on rebel ships? They will be less numerous and more valuable, after all. Proton Torpedoes AND Astromech on X-Wings makes kind of sense.

That's pretty much what I did for X-wing and Y-wings. But the A-wing and B-wing are what's needing done now. Yes I probably could get them made, but I would appreciate some help.

Sorry, I'm really getting lost in the haze of different threads on the subject of HotAC.

For the A-Wing, I'd suggest every card has an EPT. Every A-Wing also has the **** Proton Rockets, but they are built in their AI card (when at range 1, fire them). That makes the A-Wings close in at first and then fly around madly to get out of arc.

The B-Wing should always have torpedoes. Half B-Wings also a cannon, the other half a system upgrade. How does that sound for standard fighters?

I may have suggested "Heroes of the Empire" as a name for you guys but admittedly I'm not pitching in too much. Definitely watching with interest though. My collection of star fighters may have to grow to run this.

How about "The Empire's Defenders of the Aturi Cluster." since the Empire is defending it from the "Rebel Scum".

Oh and having a mission where the players have to support or are helping out Tomax Bren - since according to the fluff he was actually responsible for fighting off Rebels in the Hook Nebula which is part of the Cluster...and mentioned in the campaign book.

http://starwars.wikia.com/wiki/Tomax_Bren

How about "The Empire's Defenders of the Aturi Cluster." since the Empire is defending it from the "Rebel Scum".

I like that or Hero's of the Empire better.

Why the negative 'villains'.

Edited by Ken at Sunrise

"Defenders of the Aturi Cluster" seems snappy.

"Order for the Aturi Cluster"

"Regiments of the Aturi Cluster"

"Regiments of the Aturi Cluster"

It should be "Squadrons" or "Fleet" since regiments is a land based military organizational term.

"Regiments of the Aturi Cluster"

It should be "Squadrons" or "Fleet" since regiments is a land based military organizational term.

You're right.

But a modern regiment can have a airborne contingent and it's a occupational force. It works for the Empire IMHO.

And I was using the reference of a Sci-fi book called "The Regiments of the Night", from Brian N Ball.