Villains of the Aturi Cluster?

By vyrago, in X-Wing

My works picked up recently, but when I get a chance I'm going to be finishing up the rebel AIs, including Zs, Hwks, and freighters. Then I'll be working on more missions for Hunters, including player-controlled NPCs built into some of them.

Any plans for solo play rules?

SAme as Heros- Pretend you're 3-4 players at the same time.

Got it. Didn't know if there would be any special rules for the Imperial version. Makes it easy then.

Edited by Kilo147

Not sure if this has been sorted but I know someone mentioned about xp scoring being a problem as players were struggling to score enough when AI ships jumped to hyperspace, players not getting the kills etc.

How about for each ship that jumps to hyperspace all players gain 1xp for seeing them off as it were.

When a ship is killed, all players gain 1xp. The player who fired the killing shot gets 3xp if it a basic ship, 4xp if it a elite or a large base ship.

Any player who damages a ship gains the 1xp as in heroes.

For large base ships and elite ships, 2xp for seeing them off to all players.

This should allow a good flow of xp to the players while still getting that personal bonus for the kill. It is also quite thematic as you will be routing the enemy and scoring points for that too.

Not sure if this has been sorted but I know someone mentioned about xp scoring being a problem as players were struggling to score enough when AI ships jumped to hyperspace, players not getting the kills etc.

How about for each ship that jumps to hyperspace all players gain 1xp for seeing them off as it were.

When a ship is killed, all players gain 1xp. The player who fired the killing shot gets 3xp if it a basic ship, 4xp if it a elite or a large base ship.

Any player who damages a ship gains the 1xp as in heroes.

For large base ships and elite ships, 2xp for seeing them off to all players.

This should allow a good flow of xp to the players while still getting that personal bonus for the kill. It is also quite thematic as you will be routing the enemy and scoring points for that too.

...yea, between the rebels lower agility and higher HP, Hit XP isnt exactly scarce, in all the test games I've ran. I've been playing with each kill being 1 for the group with an extra 1 for the group if it was trying to hyperspace, and a 2-3 player group was going 5-8 XP a session.

Hey guys. I've worked out an Imperial campaign, and I was interested if anyone wanted to take a look or test it out.

It's not what some of you want (like Rakaydos), but for anyone else interested, there's:

  • 8 pages of Imperial supplemental rules (with rules for wingmates, a handy 2-page list of Imperial pilot abilities, and campaign structure rules)
  • 24 pages of missions (with 12 different variants for each mission, not counting different Rebel ships you can fly against, and a couple pages of mission twists)
  • 24 Rebel elite pilots (All with unique names and abilities, just like in HotAC)
  • AI for 8 Rebel ships (X/Y/A/B/E/K-wing, YT-1300, and the HWK-290)
  • Imperial player stat cards (that I basically stole from Salted Diamond before modifying them), including for wingmates

At any rate, I have it in 3 PDFs at the moment, and it's 44 pages of content total. Anyone interested in taking a look at it and testing some stuff out? And if so, do I need to link to it, or can I upload it here?

Linking is fine, but also load it up on BGG.

2nd for upload to bgg files on the X wing page, I for one will download and give it a go.

3rd for you uploading it to Board Game Geek. Or link it here too, or even both!

I know my group would love to try it out at some point, sicne we just finished our current run through of the Heroes Campaign tonight.

Edited by knavelead

If nothing else, id be interested in your AI cards for the z, hwk and freighters. Might plagurize a few missions, too.

Okay, everyone, sorry for the delay. I was helping a friend move and it took forever. And was awful. But that's over now :)

Anyway, I'm waiting for approval for my PDFs over at BGG, so before I can link to them, I thought I'd upload a few pages for you to view, so you can get a feel of what it might look like (visually, if nothing else):

  • First two pages of the Imperial Campaign section
  • Page 1 of 2 from the first mission
  • Player beginner ship stat cards (again, mostly ripped off from Salted Diamond)
  • An AI for the X-wing/Y-wing
  • A B-wing Elite Pilot

Should be found at my BGG gallery: https://boardgamegeek.com/images/user/1355591/jameson-courage

As a side note, if anyone wants me to email the PDFs to them in the meantime, I've already done just that to at least one poster who sent me their email in a PM. Let me know and I should be able to send it within a day.

Edited by Jameson Courage

Okay, everyone, sorry for the delay. I was helping a friend move and it took forever. And was awful. But that's over now :)

Anyway, I'm waiting for approval for my PDFs over at BGG, so before I can link to them, I thought I'd upload a few pages for you to view, so you can get a feel of what it might look like (visually, if nothing else):

  • First two pages of the Imperial Campaign section
  • Page 1 of 2 from the first mission
  • Player beginner ship stat cards (again, mostly ripped off from Salted Diamond)
  • An AI for the X-wing/Y-wing
  • A B-wing Elite Pilot

Should be found at my BGG gallery: https://boardgamegeek.com/images/user/1355591/jameson-courage

As a side note, if anyone wants me to email the PDFs to them in the meantime, I've already done just that to at least one poster who sent me their email in a PM. Let me know and I should be able to send it within a day.

it was me !

and this is the real deal :-)

I think an Imperial RPG should be played out like the TIE Fighter Story where you know you are mostly on the defensive protecting against Scum & Villainy Pirates and putting down local skirmishes before the violence spreads. Then move on the Rebels after you reach the point where you don't ask anymore questions.

There are no words in any language sufficient to describe how much I miss that game.

Okay, everyone, sorry for the delay. I was helping a friend move and it took forever. And was awful. But that's over now :)

Anyway, I'm waiting for approval for my PDFs over at BGG, so before I can link to them, I thought I'd upload a few pages for you to view, so you can get a feel of what it might look like (visually, if nothing else):

  • First two pages of the Imperial Campaign section
  • Page 1 of 2 from the first mission
  • Player beginner ship stat cards (again, mostly ripped off from Salted Diamond)
  • An AI for the X-wing/Y-wing
  • A B-wing Elite Pilot

Should be found at my BGG gallery: https://boardgamegeek.com/images/user/1355591/jameson-courage

As a side note, if anyone wants me to email the PDFs to them in the meantime, I've already done just that to at least one poster who sent me their email in a PM. Let me know and I should be able to send it within a day.

I really like that you have the Empire on defensive missions if they are losing and offensive missions if they are winning. After my first read through I am really impressed with what you have put together. I'm really excited to play-test the balance in your missions.. and it looks like I may have to buy more rebel ships in order to fill out all of the mission possibilities (oh darn!)

Hi guys only up to page 4 atm, just my 2 cents for this regarding an imperial campaign. I would want it to basically be the growth of my pilot from gumby into great (some people would rather just play a swarm which is fine), but with gumbi to great in mind I would suggest the below starting platform...

I would have the start as a tie/ln fighter with equivalent wingman keep the biggs skill for the wingman and only having it apply for it's players tie and being a free refillable if it dies, while flying in a tie/ln the wingman doesn't get upgrades but keeps the same p/s and does the same manuever as the player. The wingman must move after the player's tie and doesn't lose actions for colliding with it's players tie, after the player hits a pre determined PS (not sure which maybe 4 possibly 3 or 5) they can automatically upgrade to another imperial craft at the cost of the wingman, possible options being bomber, interceptor, or advanced (assuming we are keeping it rebelion era), I think this will help to keep the Player alive while not being too strong, as they can still die horribly untill they can transition to a more capable ship, and if they keep the tie/ln they keep that little bit of a safety net (a tie/ln can still be 1 shot after all) with the wingman, leaving the player to be ejection fodder.

For those wanting a swarm esq feel and not being gumbi to great drop the biggs rule and allow multiple wingmen to be purchased for X-xp (no more wingman than your PS every tie/ln counts as half a player round up for ai ship numbers) not sure how balanced that is but could keep the swarm feel that way obviously needs playtesting this is just theory and no idea how it would fit into missions the more players you start getting.

I really like that you have the Empire on defensive missions if they are losing and offensive missions if they are winning. After my first read through I am really impressed with what you have put together. I'm really excited to play-test the balance in your missions.. and it looks like I may have to buy more rebel ships in order to fill out all of the mission possibilities (oh darn!)

Thanks! I really like that dynamic, too. At first, I just put together some mission types and had each mission rolled for (kind of like a random assignment based on what the Empire needed in the region), but this felt more thematically linked together.

And please, let me know about balancing stuff. I think it's a pretty good baseline, but obviously things will need to be tweaked.

Have fun with your new rebel ships!

I really like that you have the Empire on defensive missions if they are losing and offensive missions if they are winning. After my first read through I am really impressed with what you have put together. I'm really excited to play-test the balance in your missions.. and it looks like I may have to buy more rebel ships in order to fill out all of the mission possibilities (oh darn!)

Thanks! I really like that dynamic, too. At first, I just put together some mission types and had each mission rolled for (kind of like a random assignment based on what the Empire needed in the region), but this felt more thematically linked together.

And please, let me know about balancing stuff. I think it's a pretty good baseline, but obviously things will need to be tweaked.

Have fun with your new rebel ships!

A little clairification on your rebel deployment chart. On galactic struggle.

If i am fielding a 4p squad. Do i include wingmen as ships for the rebel deployment # ? Because 3 players could be 6 ships.

So lets say i have 4p, 2 ties with wingment and 2 bombers. = a total of 6 ships being deployed.

On the rebel chart i would have..

First setup two x-wings

Second setup four y-wings, one upgraded to elite

Third turn 3 three a-wings, one upgraded to elite

Fourth turn 3 one b-wing

Twist on the end of turn 5. Four more ships...

Then i roll for green, red, 12, for the additional units.

Which could be an additional rebel x or y wing.

If i am understanding the setup that looks like 14 or 15 rebel ships for 6 ties to take on..

Is my math good here ?

No, that's not quite right.

The upgrade ships are not adding another ship.

So, with 4 players and 6 imperial ships:

1st squad: 1 Elite X-Wing

2nd squad: 3 Y-wings one of which is Elite

3rd squad: 2 A-wings one of which is Elite

4th squad: 0 B-Wings unless you've been playing long enough that the average of all players PS is 6 or higher.

This is 6 Rebel ships. Plus the Twist squadrons which will only be 2-4 more Rebel ships depending on the Red and Green dice unless your average PS is 6 or higher... In which case it'd be 3-5 more Rebel ships.

No, that's not quite right.

The upgrade ships are not adding another ship.

So, with 4 players and 6 imperial ships:

1st squad: 1 Elite X-Wing

2nd squad: 3 Y-wings one of which is Elite

3rd squad: 2 A-wings one of which is Elite

4th squad: 0 B-Wings unless you've been playing long enough that the average of all players PS is 6 or higher.

This is 6 Rebel ships. Plus the Twist squadrons which will only be 2-4 more Rebel ships depending on the Red and Green dice unless your average PS is 6 or higher... In which case it'd be 3-5 more Rebel ships.

Ok. That doesnt make any sense at all to me.

How is the first xwing an elite? You just said wingmen dont count as ships.. So.. 4p with six ships is using the elite from the 2p column ?

The ywing in the 4p column means upgrade one ywing, not add one more upgraded ywing?

Since there are six ships, in the fourth column wouldnt you have an elite ywing from the 3p and 1 bwing from the 4p column ?

Please help me understand

A little clairification on your rebel deployment chart. On galactic struggle.

Okay, no problem! Page 6 also explains what the deployment chart looks like and how to read it.


If i am fielding a 4p squad. Do i include wingmen as ships for the rebel deployment # ? Because 3 players could be 6 ships.

Yes, you do, but only in a certain way. You include them against the total number of ships (which might make you fight more Rebels), but they do not count as a player.


So lets say i have 4p, 2 ties with wingment and 2 bombers. = a total of 6 ships being deployed.

On the rebel chart i would have..

First setup two x-wings

Second setup four y-wings, one upgraded to elite

Third turn 3 three a-wings, one upgraded to elite

Fourth turn 3 one b-wing

Okay, so it's important to keep an eye on the "Arrival" section of the chart. Both First Squad and Second Squad show up at Setup on that mission. Both Third Squad and Fourth Squad arrive at Turn 3 on that mission. That's for arrival times.



Now we look at players and total Imperial ships. You have 4 players (2 in TIE Fighters, and 2 in Bombers), and you have 6 Imperial ships. Let's look at each squad:

  • First Squad: You have at least 1 player, so that's 1 ship. You have at least 5 or more Imperial ships, so that 1 ship from First Squad is upgraded to an Elite (you don't have 8 or more / 10 or more, so the 3rd and 4th player parts of the chart don't activate). Total ships in First Squad: 1 Elite.
  • Second Squad: You have 3+ ships, so you add 1 ship. You have 2 and 3 players, so you add 2 more ships from Second Squad (3 total). You have 4 players, so you upgrade 1 in Second Squad to an elite. Total ships in Second Squad: 1 Elite and 2 regular.
  • Third Squad: You have at least 1 player, so add 1 ship. At 2 players, you don't add anything. At 3, add another ship (2 total). At 4 players, upgrade 1 ship to an Elite. Total ships in Third Squad: 1 Elite and 1 regular.
  • Fourth Squad: At 1 player, if your average pilot skill is 8+, you'd add a ship (it's not when you start the game, so you don't add a ship). At 2 players, nothing happens. At 3 player, If your Pilot Skill is 6+, you'd upgrade a ship in Second Squad (but your PS isn't that high, so nothing happens). At 4 players, you add 1 ship from Fourth Squad (which you do add, since you have 4 players). Total ships in Fourth Squad: 1 regular.
So, right now, you're at 2 Elite and 2 regular ships at setup (First Squad and Second Squad). At Turn 3, you'll at Third Squad and Fourth Squad (1 Elite and 2 Regular). As of this point, you'll have 7 ships against your 6 starting ships.


Twist on the end of turn 5. Four more ships...

Then i roll for green, red, 12, for the additional units.

Which could be an additional rebel x or y wing.

You normally roll the Twist at Turn 5, yes (although you roll it at the beginning of this 1 mission only), but the Arrival isn't until Turn 6 and Turn 8 (as shown on the Twist chart), unless you destroy an entire Squad (I'll get to that later). Let's check each Twist squad:

  • First Twist: 1+ players adds no ships. 2 or more adds 1 Rebel ship. 3 or more says if you have a PS of 6+, you'd upgrade it to Elite (you don't have that yet, so nothing happens). 4 or more players doesn't add anything. Total Ships in First Twist: 1 regular.
  • Second Twist: 1+ players adds 1 ship if you have a PS of 6+ (you don't have that yet, so nothing happens). 2 or more players adds nothing, as does 3 or more players. 4 or more players adds 1 ship. Total Ships in Second Twist: 1 regular.

So, at Turn 6, you'll add 1 ship from First Twist. At Turn 8, you'll at 1 ship from Second Twist. That's a total of 2 more, for a total mission amount of 9 Rebel ships against your starting ships.


Now, that's quite overwhelming for the Imperials. They'll have to get really lucky to win the first mission. But, there are some things to keep in mind:

  • Player Placement: Rebel ships get placed on the board before players do. They roll 1d6 for Vector in this mission, so they could be close or they could be split up. After they're placed, you have the advantage of placing your ships on the board and going after whoever you want. Feel free to have 1 TIE Fighter (with his wingmate) hold back from the others, start heading away from them, and lead them on a merry little chase while you deal with them from behind (with the TIE Bombers unloading, if possible). Heck, lead them away with a Bomber and drop some bombs!
  • Initial Advantage: You begin the mission outnumbering them 6 to 4 for the first 2 turns. Use that to your advantage. Focus fire some of them down, unload ordinance. Rebels tend to have low Agility, so hopefully you can eat through their health quickly in those 2 turns.
  • Mission Luck: Backup arrives on Turn 3, but at Vector 1d6, which could be far away or close. For all we know, the backup may not help right away. Let's hope for the best!
  • Initial Setup Rolls: If you look at Page 2 of the missions, you'll notice that you need to roll your 1 Attack Die and 1 Defense Die for the mission. You have a 50% chance on the Attack Die to add 1 more Rebel. On the other hand, you have 50% chance to add 1 TIE Fighter wingmate to every Imperial player for the entire mission! Or even a VT-49 Decimator (complete with 2 attacks per turn, just like in Heroes). The odds are in your favor.
  • Obstacles: Depending on the Defense Die result at mission setup, you will have some ion clouds, asteroids, or debris clouds to use. Leverage those to your favor in the initial couple of turns after seeing the Rebel ship placement.
  • Deploying New Rebels: As shown on page 2 of the mission, if any Squad is destroyed, you deploy the next squad, rather than wait for when it would normally arrive. So, if on Turn 4 you blow up the only ship from First Squad, then you would deploy the next squad due (in this case, First Twist squad). You can use this information to prioritize targets. Should I blow up the last member of that squad and deploy more Rebels now, or should I focus fire on that ship, since it has 2 ships in it left?
  • Space Wreckage: In this mission only, if you blow up ships, they leave wreckage behind that act as asteroids. Blow up Rebel ships out front to shield you from Rebel return fire, as well as make them hit the obstacles / swerve away next turn.
  • Twist: All twists must be rolled as well, and come into effect when specified (usually Turn 6 of the mission). You roll 1d6 for the Twist, and then see what you have going for you (see the last 2 mission pages -23 and 24- to check out the results of the Twist). You have a 50% chance of getting a good result (Imperial reinforcements, an Imperial trap, or a capable ship you have to protect but one that fights with you). Hope for a good Twist.
  • Losing: And remember, if you lose, it's not the end of the world! You just go onto the next mission and play like normal. You still get XP (and you get pretty good XP from the Rebels, as many are Elite and that's +1XP for everyone, and none are TIE Fighters, so all kills are worth 2XP). You just need to start getting better by the time you get to that first Victory Point checkpoint (but that's 3 missions away). Don't stress. It's okay to lose some when things aren't going your way. Things will get easier as the missions go on, your PS improves, and you have more Upgrades / Imperial Pilot Abilities.

Anyway, hope that was clear on the mission as well as my current thoughts on it. If it's wildly unbalanced, I'll change it. It's easy to do. I'm open to change, critiques, and praise :)

Edited by Jameson Courage

A little clairification on your rebel deployment chart. On galactic struggle.

Okay, no problem! Page 6 also explains what the deployment chart looks like and how to read it.

If i am fielding a 4p squad. Do i include wingmen as ships for the rebel deployment # ? Because 3 players could be 6 ships.

Yes, you do, but only in a certain way. You include them against the total number of ships (which might make you fight more Rebels), but they do not count as a player.

So lets say i have 4p, 2 ties with wingment and 2 bombers. = a total of 6 ships being deployed.

On the rebel chart i would have..

First setup two x-wings

Second setup four y-wings, one upgraded to elite

Third turn 3 three a-wings, one upgraded to elite

Fourth turn 3 one b-wing

Okay, so it's important to keep an eye on the "Arrival" section of the chart. Both First Squad and Second Squad show up at Setup on that mission. Both Third Squad and Fourth Squad arrive at Turn 3 on that mission. That's for arrival times.

Now we look at players and total Imperial ships. You have 4 players (2 in TIE Fighters, and 2 in Bombers), and you have 6 Imperial ships. Let's look at each squad:

  • First Squad: You have at least 1 player, so that's 1 ship. You have at least 5 or more Imperial ships, so that 1 ship from First Squad is upgraded to an Elite (you don't have 8 or more / 10 or more, so the 3rd and 4th player parts of the chart don't activate). Total ships in First Squad: 1 Elite.
  • Second Squad: You have 3+ ships, so you add 1 ship. You have 2 and 3 players, so you add 2 more ships from Second Squad (3 total). You have 4 players, so you upgrade 1 in Second Squad to an elite. Total ships in Second Squad: 1 Elite and 2 regular.
  • Third Squad: You have at least 1 player, so add 1 ship. At 2 players, you don't add anything. At 3, add another ship (2 total). At 4 players, upgrade 1 ship to an Elite. Total ships in Third Squad: 1 Elite and 1 regular.
  • Fourth Squad: At 1 player, if your average pilot skill is 8+, you'd add a ship (it's not when you start the game, so you don't add a ship). At 2 players, nothing happens. At 3 player, If your Pilot Skill is 6+, you'd upgrade a ship in Second Squad (but your PS isn't that high, so nothing happens). At 4 players, you add 1 ship from Fourth Squad (which you do add, since you have 4 players). Total ships in Fourth Squad: 1 regular.
So, right now, you're at 2 Elite and 2 regular ships at setup (First Squad and Second Squad). At Turn 3, you'll at Third Squad and Fourth Squad (1 Elite and 2 Regular). As of this point, you'll have 7 ships against your 6 starting ships.

Twist on the end of turn 5. Four more ships...

Then i roll for green, red, 12, for the additional units.

Which could be an additional rebel x or y wing.

You normally roll the Twist at Turn 5, yes (although you roll it at the beginning of this 1 mission only), but the Arrival isn't until Turn 6 and Turn 8 (as shown on the Twist chart), unless you destroy an entire Squad (I'll get to that later). Let's check each Twist squad:

  • First Twist: 1+ players adds no ships. 2 or more adds 1 Rebel ship. 3 or more says if you have a PS of 6+, you'd upgrade it to Elite (you don't have that yet, so nothing happens). 4 or more players doesn't add anything. Total Ships in First Twist: 1 regular.
  • Second Twist: 1+ players adds 1 ship if you have a PS of 6+ (you don't have that yet, so nothing happens). 2 or more players adds nothing, as does 3 or more players. 4 or more players adds 1 ship. Total Ships in Second Twist: 1 regular.

So, at Turn 6, you'll add 1 ship from First Twist. At Turn 8, you'll at 1 ship from Second Twist. That's a total of 2 more, for a total mission amount of 9 Rebel ships against your starting ships.

Now, that's quite overwhelming for the Imperials. They'll have to get really lucky to win the first mission. But, there are some things to keep in mind:

  • Player Placement: Rebel ships get placed on the board before players do. They roll 1d6 for Vector in this mission, so they could be close or they could be split up. After they're placed, you have the advantage of placing your ships on the board and going after whoever you want. Feel free to have 1 TIE Fighter (with his wingmate) hold back from the others, start heading away from them, and lead them on a merry little chase while you deal with them from behind (with the TIE Bombers unloading, if possible). Heck, lead them away with a Bomber and drop some bombs!
  • Initial Advantage: You begin the mission outnumbering them 6 to 4 for the first 2 turns. Use that to your advantage. Focus fire some of them down, unload ordinance. Rebels tend to have low Agility, so hopefully you can eat through their health quickly in those 2 turns.
  • Mission Luck: Backup arrives on Turn 3, but at Vector 1d6, which could be far away or close. For all we know, the backup may not help right away. Let's hope for the best!
  • Initial Setup Rolls: If you look at Page 2 of the missions, you'll notice that you need to roll your 1 Attack Die and 1 Defense Die for the mission. You have a 50% chance on the Attack Die to add 1 more Rebel. On the other hand, you have 50% chance to add 1 TIE Fighter wingmate to every Imperial player for the entire mission! Or even a VT-49 Decimator (complete with 2 attacks per turn, just like in Heroes). The odds are in your favor.
  • Obstacles: Depending on the Defense Die result at mission setup, you will have some ion clouds, asteroids, or debris clouds to use. Leverage those to your favor in the initial couple of turns after seeing the Rebel ship placement.
  • Deploying New Rebels: As shown on page 2 of the mission, if any Squad is destroyed, you deploy the next squad, rather than wait for when it would normally arrive. So, if on Turn 4 you blow up the only ship from First Squad, then you would deploy the next squad due (in this case, First Twist squad). You can use this information to prioritize targets. Should I blow up the last member of that squad and deploy more Rebels now, or should I focus fire on that ship, since it has 2 ships in it left?
  • Space Wreckage: In this mission only, if you blow up ships, they leave wreckage behind that act as asteroids. Blow up Rebel ships out front to shield you from Rebel return fire, as well as make them hit the obstacles / swerve away next turn.
  • Twist: All twists must be rolled as well, and come into effect when specified (usually Turn 6 of the mission). You roll 1d6 for the Twist, and then see what you have going for you (see the last 2 mission pages -23 and 24- to check out the results of the Twist). You have a 50% chance of getting a good result (Imperial reinforcements, an Imperial trap, or a capable ship you have to protect but one that fights with you). Hope for a good Twist.
  • Losing: And remember, if you lose, it's not the end of the world! You just go onto the next mission and play like normal. You still get XP (and you get pretty good XP from the Rebels, as many are Elite and that's +1XP for everyone, and none are TIE Fighters, so all kills are worth 2XP). You just need to start getting better by the time you get to that first Victory Point checkpoint (but that's 3 missions away). Don't stress. It's okay to lose some when things aren't going your way. Things will get easier as the missions go on, your PS improves, and you have more Upgrades / Imperial Pilot Abilities.

Anyway, hope that was clear on the mission as well as my current thoughts on it. If it's wildly unbalanced, I'll change it. It's easy to do. I'm open to change, critiques, and praise :)

Yep. Thanks !

I'd love to test it out! Could I get the PDF's? I know my local RP group would love to play an Imperial campaign.

I'd love to test it out! Could I get the PDF's? I know my local RP group would love to play an Imperial campaign.

Sure! The PDFs are still pending over at BGG, so I can't link them yet. PM me your email and I'll send them to you (like I've done to a half dozen others so far).

Jameson Courage, I must say very well done from what I can see. I do have a few questions through:

are the wingmen mandatory? Reason being, the group I play with is already 6-7 people, and some players, flying and upgrading ONE ship takes forever.

Also, in the original ATURI FAQ, there was talk about changing the assist mechanics. Are you aware of this? Can you show which imperial abilities would qualify, and could it be used for the wingman rules?

Edited by That Blasted Samophlange

Jameson Courage, I must say very well done from what I can see. I do have a few questions through:

are the wingmen mandatory? Reason being, the group I play with is already 6-7 people, and some players, flying and upgrading ONE ship takes forever.

Also, in the original ATURI FAQ, there was talk about changing the assist mechanics. Are you aware of this? Can you show which imperial abilities would qualify, and could it be used for the wingman rules?

Wingmates are not necessary , no, but they are assumed to some degree (if you start as a TIE Fighter, you get a free wingman).

You can always choose not to deploy them on the mission with you if it's too crowded. If you look at the Rebel deployment chart, there is a benefit to this: less Rebel ships come after you the less ships you have. Will it balance out? I hope so, but I'm only taking an educated guess on most of the balance as it is while it gets playtested.

And yes, I know that the assist mechanics might be changing. I'm using HotAC as the backbone of all the rules for this campaign, so if it changes over there, it'll change over here as well. Josh is just too good at what he does to ignore his insights.

I could show which Imperial Pilot Abilities can qualify, yes. It might not be as clean as Josh's sheet (since the space on my sheets are rather limited), but I can put a mark next to certain abilities that qualify. I figure most people already know what might work, though, so while it crossed my mind, it wasn't a priority of mine. But if you'd like it, I can squeeze it in somehow.

Ok Jameson...

I am playtesting.. I am having fun.. And i am getting annihilated..

My first thought is to get rid of the twist 1d12 ships entirely.

Lets say i am playing by myself.. 1p with two ships. (Basic ties)

That means i fight 1 xwing at setup, 1 awing at turn 3.. So far so good.. This is a manageable fight

Then per the scenario, i roll red dice focus and green dice evade. Now.. I am fighting 2 xwings at setup and an awing and a random ace on turn 3. Turn 5 the twist, two more random enemies. Then the twist scenario desperate assault.

Red dice critical green dice evade. Turn 6 another random elite and a bwing.

So.. Me and my two tie fighters are taking on..

2 xwings at turn 1

Awing and ace on turn 3

Twist ship and random ace and bwing on turn 6 (or earlier if i manage to destroy a squad prior to turn 5 per the rules of this scenario)

Final twist ship on turn 8 (or earlier)

2 Ties vs 8 Rebels is not doable at my skill level especially since they get free target locks every turn. This makes avoiding their ordinance incredibly difficult. The bwing for example gets a target lock a focus and sensor jammer.

I only have 2 attack dice. Which means i have to hit with both for the possibility of doing 1 damage and the bwing has a green dice to roll and a focus token available to cancel out that other hit.

My next plan is to try no mission twists only the random generator in the mission itself, and spread out the arrival of the third squad to turn four and the fourth squad to turn 6, rather than getting both on turn 3.

Thank you for giving me the opportunity to playtest !