Heroes of the Arturi Cluster "Mods"

By sirseatbelt, in X-Wing

Hey Friends! I'm looking to play this neat booklet/concept. But I have a bunch of minis and stuff that the game doesn't use. E-wings and Z-95s and stuff. Large base YTs and Scum ships and such. Does anyone know if there are any mods that incorporate this stuff for player use? Meaning can I at some point buy myself a YT-2400 with XP. Or a Star Viper. Or whatever.

Sorry if this is in the wrong place? I did a forum search and came up blank.

Some of the missions use the Falcon.

E-wings proved to be a little too good, no matter the price - their survivability + firepower can skew the challenge for other players (and is out of era besides).

Z-95s is an interesting one. I'd be inclined to have a few missions where the players get a few as attack run craft for which they provide escorts, perhaps.

Scum in general is still being worked on for a badguy fleet.

They are also working on an Imperial version.

Hmmm. Interesting.

My local group has drastically modified the game. E-Wings, T-70s, even custom ships like Alpha-3 Nimbus V-Wings, ARC-170s, a X'Ceptor, etc are a thing for us, but it is countered by the fact that standard TIEs are TIE/FOs, hostile ships are controlled by a GM(who also plots the upgrades on them to specifically challenge our group's setup), Scum is a faction in it, too. We're allowed to use Scum abilities and ships, but Scum is also hostile sometimes too. We, however, have avoided large base ships. 4 upgrade slots and 4 EPTs on a Falcon is just... broken. It helps that the custom story we're weaving doesn't allow us to use big ships because of size issues(we're in a modified CR90 with a hangar, not enough space for a YT anyways), so it just works out.

To put our campaign in perspective, our resident B-Wing has two cannon slots and can now fire an Ion Cannon and then a HLC, TIE/D style; And we almost failed our mission earlier today. You can make yourselves as powerful as possible and not be broken, so long as you hand-scale the campaign with yourself.

I fly the aforementioned V-Wing, which has modified cannons for 3 primary and an Ion Cannon w/ TIE/D title, and since it's a simultaneous Aturi Cluster campaign mixed with an Age of Rebellion campaign, we've taken abilities like Dead to Rights and Skilled Jockey and given them powerful effects in X-Wing; like adding attack dice to your roll, or rerolling defense die. But since our GM is making our enemies harder, our supplies and equipment more scarce, and our vehicles non-replaceable, it's balanced out. But a Falcon... I dunno man. It'd have the same opportunities to upgrade itself much like my V-Wing, but with triple the hitpoints and a PWT. Plus, our crew slots and astromech slots are organized so that each crew/astromech has 3 separate abilities per unit. For instance: R2 Astro, R2-D2, and BB-8 all at once is possible in our campaign. It's limited by the fact that not many of our current ships can take astromechs(my V-Wing is Imperial, it doesnt have an astro slot) or crew slots. A Falcon by this standard would have six crew. That's just... too far.

Edited by Razgriz25thinf

I appreciate the input. I'm hoping we'll get to play today. Or at the least go to Kinkos before our regular Armada game and print off the stuff.

Razgriz25thinf, does the CR90 ever assist in the missions? If so is it actually modified to have a hanger?

Razgriz25thinf, does the CR90 ever assist in the missions? If so is it actually modified to have a hanger?

We've played a few missions with it, yes. The first time was after we killed a Hutt while trying to buy Tibanna gas and got most of Hutt space pissed at us, which was our first hostile encounter with Scum. The objective was to protect it until we could jump out. It almost died, because no matter how powerful your ships are, 5 fighters have a hard time against 2 squads of 4 Z-95s, a squad of 4 Y-Wings, and Talonbane Cobra w/ Serissu escort. We won by 2 HP on it.

It turned out that the Hutt we killed was considered legitimate in the eyes of the New Republic, and we were disavowed by the New Republic. So our CR-90 was immediately renamed from "The Antilles" to "The Desperado", and we made our money Outlaw Squadron style from then on. However, after all the engagements we've been through since, The Desperado is pretty much in need of 6 months in drydock, and the fighter attrition we're dealing with isnt helping. In the last 4 games or so, I've lost my primary fighter, which was a T-70, we had to strip down an E-Wing for parts, one of our guys lost his Kihraxz, and an experimental StealthX got stolen and subsequently shot down and had to be chop modded to have TIE Interceptor wings. We're basically surviving on backup fighters right now. Like i said, no matter how powerful we are individually, if your group or GM in our case can stack the odds against you anyways, you won't be overpowered.

Physically modified, no, unfortunately. We just havent gotten around to it, since having a mission with it isn't a common affair.