Hunters of the Aturi Cluster- Imperial mission playtesting and design

By Rakaydos, in X-Wing

Missions available for testing:

Mission 0: Final Exam

Enemy AI:

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When a Ywing uses a maneuver with a (bomb) icon, it drops a bomb before moving.

Rebels always lose inititive

Targeting priority is "In Arc", "Furthest within range 3", "Closest"

Action trees:

*) Awings get free focus

1) If Strike Target is in range/arc, Target lock (except Awing)

2) **Boost/barrelroll to dodge arc (if actions are available)

3) If no enemy has a shot on it, Target lock (closest in arc or furthest within range 3)

4) **Boost/barrel roll to get a shot (if actions are available)

5) Focus (Awing Evades)

When an Ywing or Bwing is shields down with 3 or less hull, (or Xwing/HWK at 2 hull, or Awing at 1 hull) it will attempt to hyperspace just before it shoots. Roll 2 red dice, if it gets 2 hits or crits (or focus if it has a focus token), it escapes to hyperspace- remove it from the field, nobody gets kill XP. If it fails to hyperspace, the ship resumes firing as normal, and will try again next turn.

What is this?

Rather than wait for arguments about basic rules on the "Villians of the Aturi Cluster" to run their course, I'm taking the wonderful material the many forum contributers have put together, slapping on my interpretation of how the campain should work, and forking my effort to this thread. This thread is intended to discuss mission balance and playtesting... under my rules assumptions. Please do not argue about my rules in this thread, only stuff like AI, spawning, mission design and the like. The core Villians of the Aturi Cluster Thread can continue to host any arguments about FO craft in imperial era, or suggestions for Team controlled upgradable NPC support ships, purchaceable tie swarm wingmen, or XP changes. I will be watching both threads, so there should be plenty of cross pollination.

What are my rules?

For the most part, I'm sticking with the Heros of the Aturi Cluster rule-book with a minimum of changes to support an imperial campaign.

Starting ships are:

PS2 Tie Intercepter with 8 points and 2 mod slots

PS2 Tie Bomber/Shuttle with 10 points (Bomber has choice of free GC or free LRS)

PS2 Tie Advanced with 8 points (has hyperdrive, System slot inclued, no discount)

(Optional) PS2 "Shielded Tie Fighter" (uses Tie FO stats) with 11 points

(Optional) PS2 "Tie Aggressor" (uses Tie SF stats) with 5 points

(Hard Mode) PS1 Tie Fighter with 3 points (counts as half a player for enemy spawn) (note that rebels always lose init)

Advanced Craft : PS4 does NOT unlock additional ship choices. Instead, completing mission arcs unlocks them.

Tie Defender (no titles, just raw stats)

Tie Phantom (ACD triggers at PS0 if you shot)

Inquisitor Tie

Lambada Shuttle (losing 1 EPT slot, can use docking mechaics to shield allies)

Strike Target: Almost every mission in the Hunters campain will have some kind of transport or hanger that hyperdriveless ties launch and are recovered at. If it dies, the area becomes hostile territory and there are no escape edges (and sometimes the mission fails, too), meaning if your ship lacks a hyperdrive, after turn 10 you have to roll to avoid life support failure before a rescue ship arrives. (use the Pilot Eject table from HotAC) It is marked in the mission as a Strike Target for rebels.

While a rebel is at full HP, it ignores the ties and goes for a bombing run on the Strike Target. Once you distract it with a little damage, it shifts to dogfighting the players, while it's friends continue on the bombing run.

Hyperspace : Most ties do not have hyperdrive. Unless you are flying a Tie Advance or one of the advanced craft, you may not choose to hyperspace in the maneuver phase. Instead, if a scenerio calls for a Gozanti Transport or Base Hanger , or a player is flying the Lambada Shuttle , any Tie may perform an Emergency Dock, performing a green maneuver and ending your movement/action in base contact with the transport or hanger. (you may bump with a barrel roll or boost for this purpose) The tie is removed and considered docked with the carrier, may deploy on later movement phases, and is only considered destroyed if the carrier is destroyed.

Rebel ships will attempt to hyperspace when damaged. When the pilot card says the ship switches to Flee AI, roll for maneuver normally, but the rebel will attempt to hyperspace before attacking. Unlike a PC, the AI does not need to perform a green maneuver, and may still shoot if the hyperspace fails, but does not save up trackig tokens. If a rebel escapes, no kill XP will be awarded. However, if a ship that attempts to hyper out when damaged is killed, instead of a "Non tie kill" bonus XP for the killer, all members of the squad gain a " Hyperdrive kill " +1 XP.

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So what's the campaign?

"In response to the growing unrest in the Aturi Cluster, the Quasar-Fire Cruiser Carrier PURSUANT, home of the Elite Hunter Squad is tasked with wiping out the hidden rebel and pirate strongholds in this region of space.

These are the stories of the HUNTERS OF THE ATURI CLUSTER"

This is an imperial "heros" campaign . Your days as a faceless schmuck in a Tie/LN are over, you are now an elite task force assembled for the purpose of rooting out Rebel insurgents from the militarily important Aturi Cluster.

Each mission arc, when completed, lets players spend 5 XP to upgrade to an advanced craft. Thus, each arc should relate in some way to the ship that is unlocked.

The TAP is an Inquisition ship, a sidegrade to the Tie Intercepter. The missions to unlock it should be an Inquisition Arc - with perhaps implications that one or more pilots might be joining them for "furthur training" Mecanically, the ship is fine- no need to add or remove slots to make it playable next to non-royalguard intercepters.

The Tie Punisher is a straight upgrade from the Tie bomber, and mostly an upgrade from the Tie Advance. It's not a popular craft, but it does have some unique qualities, namely the system and native boost. Best fit here is probably an Escort arc , a transport carrying Advanced Bombers into the aturi cluster. Mechanically, it probably needs an EPT and/or mod slot stripped to bring it's potential power down closer to the bomber, even after the bomber's free chips

The Tie Phantom is a superfighter, which makes bringing it in as a player ship and not break the game a challange. Mission arc wise, the Phantom Base Arc practically writes itself based on the comparable arc in HotAC, but mecanically ACD, 4 attack power, and access to broken pilot abilities means this ship is ripe for abuse.

The largest problem is ACD, in my opinion. Not for the in-game mechanical reasons, but because I'm worried about situations where the high PS phantom player is telling weaker players not to increase their pilot skill, to keep Elites from being able to shoot before ACD triggers. The solution I'm using is to have ACD trigger after all enemies have shot- you get your free reposition next turn but dont get the extra defence dice- you have to choose between a 4/2 statline or a 0/4 statline each turn.

Also note that Intel Agent rolls the targeted AI's die, but the AI doesnt lock in the maneuver until it activates. You can use intel agent, then decloak to change what quadrant they activate in, to change the enemy maneuver.

The Tie Defender is another superfighter that has it's own Defender Training Arc in HotAC. However, by explicitly not allowing the title fixes, the Defender shouldnt be too much of an issue- it's tough and fast but not all that maneuverble, and it's guns are no better than a Tie Intercepter.

The Imperial Firespray is more of a scum ship, but something like the Escort Shuttle from Tie Fighter can steal it's stats and be a meaningful contributer. As an upgrade to the "Tie Aggressor," the Escort Shuttle is more difficult to maneuver with it's large base but with twice the health, trades a system and tech for cannon and crew, and gains a bomb slot, but loses the SF's double tap. The firespray titles will of course need to be banned.

Lambada Shuttle

Mission wise, a new base Arc , protecting it as it's assembled and saving a admiral during his personal inspection of the facilities is straight out of tie fighter, and is a reasonable excuse for adding either the Escort shuttle or a regular lambada to the campaign. I expect these ships to be controversal- what's your thoughts?

Old Mission ideas

I had another list of missions put together, but they were developed before the ship unlocking mechanic ws decided on. Feel free to dig through this for ideas.

Arc 1: Convoy Escort

Mission 1: Customs Inspection

A bunch of YTs, Hounds teeth, Rebel Transports and HWK squadrons are moving toward your base. Scan them, a randon one (or group for HWKS) is carrying contraband. Rebel Awings and Xwings hyper in in reaction, as the illegal ship attempts to flee.

Station available for Emergency Dock

Mission 2: Pirate attack

Convoy of NPC ships that dont move, including a Gozanti

Ywings, HWKS, and Headhunters attack with ion turrets. Protect the convoy.

Gozanti available for Emergency Dock

Mission 3: Rebel Ambush

Convoy moves 1/2 foreward each round, must cross asteroid field.

Each asteroid may have rebels hidden- Scan asteroids before transports are on top of them. Undetected rebels spawn on turn X. Ywings and Bwings with torpedos and strike AI

Gozanti available for Emergency dock

Arc 2: New Base

Mission 1: survey Asteroid field

HWKs and Zs, kill them all.

Gozanti for Emergency Dock

Mission 2: Protect the Base

Xwings and Bwings with Torpedos, Strike AI on base

Small starbase available for Emergency dock

Mission 3: Fireships

1-2 Rebel transports are approaching the base, filled with explosives.

Kill them before they reach the base

Xwings and Ywings escorting

Emergency dock with base.

Arc 3: Planetary Assault

Mission 1: Make an Example

Blow up a ground supply depot

Z95s and HWKS defend it

Escape edge available.

Mission 2: Escort the Walkers

Brand new ATAT template with hull and guns

Rebels send Xwings and Awings

Escape edge available

Mission 3: Attack the Rebel base

Rebel base spawns Awings, Xwings

YTs and Rebel Trnsports flee toward board edge

Protect the ATAT, destroy base, bonus points to destroy fleeing ships.

Arc 4: Planetary Blocade

Mission 1: Customs patrol

Hanger+Turrets for emergency dock

Scan incoming freighters for Rebels

Rebel reinforcements arrive, strike AI on base

Mission 2: Starve them out

Protect bombers as they emplace a minefield

Station for emergency dock

Mission 3: Blocade Runner

CR-90 is trying to get through your zone- kill it before it can escape.

Station for emergency dock

(Mission reward: Tie Interdictor? Cooments about slowness of imperial logistics?)

Arc 5: Senior Visitor

Mission 1: Hyperspace ambush

Rebels are waiting, shuttle w/ Vader+fleet officer will arrive in d6 turns.

Shuttle must dock with Gozanti (flee AI, use HotAC AI card)

Gozanti for emergency dock

Mission 2: Personal command

Shuttle is on strike AI against the enemy- use shuttle AI card from HotAC

Shuttle must survive

Ground mission, all sides are escape edges.

ATATs and rebel turrets, with Xwings and Awings

Mission 3: Protect the Flagship

Raider and Gozanti, both must survive

Torpedo armed Bwings and Ywings

Gozanti emenrgency dock

(Reward: Tie advanced? Skill and valor eaarned a position as one of the top aces of the empire)

Arc 6: Hunt the Rebels.

Mission 1: Capture High Value Target
Shuttle grab mission

Mission 2: Rescue Attempt (Interrogation of Rebel Prisoner is underway when Rebels attempt a rescue)
Defend a facility against enemy attack. If possible include an enemy rescue ship (YT-1300) attempting to interact with your facility (rescuing captive) and escape.

Mission 3: Attack on Rebel Fleet

Gozanti and friendly Raider,

Vs transports and freighters with a heavy rebel escort.

Kill the transports, keep Gozanti and raider alive.

Edited by Rakaydos

Happy you are using mu idea, the Pursuant and Hunter Squad!

While I disagree with your choices of ships, I will honour your request to argue about that somewhere else. If you don't mind, I may modify any missions to go with flying traditional imperial craft for personal use.

Some suggestions for some of the scanning missions, perhaps use some of the extra tokens, like the squadmate and senator shuttle, rather than clutter up the board with ships that may not be used - basically, when scanning a token, if an enemy is revealed, remove the token and put on the ship.

Now, reinforcements, I would consider using the sensor buoy tokens, placed in areas, rebel reinforcements can be placed within range 1 of the buoy, with a chosen vector being their facing. This can represent the hyperjump capable nature of the rebel craft.

Y-wing recomendations (coloured by my wanting to use TIE/ln fighters and such) I would only consider using ion turret and blaster turret on AI ships, as they do the least damage and give options to evade. I would give Y-wings the R5 astromech, but, a rebel y-wing ace with. Twin Laser Turret could work.

AI should be tweaked to use ordnance on larger craft - dont waste it on player if the rebels are trying to destroy a shuttle. Also applies to target selection. Y-wings should gun for mission target, x-wings fly interference (attacking players)

X-wings, r2 Astromech with integrated astromech, ace upgrade to R7 with stealth device and integrated astromech

The Tie Advance was vader's personal ship, but it's difficult to find a hook to hang a mission chain on. Theoretically, I could make it a starting ship- it competes with the so-called "shielded tie", which would make some era-purists happy- but I'm not happy giving "Vader's ship" to start, nor do I like "upgrading" to the Tie Advance Prototype from the Tie Advance. Love t hear some thoughts here.

Vader used one, but it'd be incorrect to suggest his was the only one. The sheer number of named pilots for it stands in opposition to such a claim.

I'd recommend powering the Punisher up rather than down should you choose to use it (I think it's redundant in a HotC format as the upgrades to the TIE bomber replace it) to make it the third Superfighter option.

I'm not sure the TIE/v1 is a sidegrade to the TIE interceptor given the loss of firepower unless you bake the Inquistor's ability into it. Not a bad idea, actually. Distinguishes it as a sniper fighter.

Edited by Blue Five

Happy you are using mu idea, the Pursuant and Hunter Squad!

While I disagree with your choices of ships, I will honour your request to argue about that somewhere else. If you don't mind, I may modify any missions to go with flying traditional imperial craft for personal use.

No problem with that- I almost chopped back the "per ship XP" to 20 XP equivilant, but left it at 26 for people wanting to hack in their BTL-A4 ion turret "Gunboats."

Once Villians is complete, I think the next step should be codified "Mercenaries of the Aturi Cluster" for scum players in both rebel and imperial campains, and "Scum of the Aturi cluster" for S&V based missions that can be added to either campain.

I like everything about this thread.

Pirates of the Aturi Cluster has a good sounding name.. Just think of the songs as well.

The Tie Advance was vader's personal ship, but it's difficult to find a hook to hang a mission chain on. Theoretically, I could make it a starting ship- it competes with the so-called "shielded tie", which would make some era-purists happy- but I'm not happy giving "Vader's ship" to start, nor do I like "upgrading" to the Tie Advance Prototype from the Tie Advance. Love t hear some thoughts here.

Vader used one, but it'd be incorrect to suggest his was the only one. The sheer number of named pilots for it stands in opposition to such a claim.

I'd recommend powering the Punisher up rather than down should you choose to use it (I think it's redundant in a HotC format as the upgrades to the TIE bomber replace it) to make it the third Superfighter option.

I'm not sure the TIE/v1 is a sidegrade to the TIE interceptor given the loss of firepower unless you bake the Inquistor's ability into it. Not a bad idea, actually. Distinguishes it as a sniper fighter.

Looking through the wookiepedia page, the X1 was always a ship given to "elite pilots", so I guess anything where you get Fleet attention could unlock it. Mechanically, it fits in as a starting ship, but thematically I dont want to call PS2 an elite pilot, Storm Squadron aside.

As for the punisher, it has more slots, healthier and is almost as maneuverable, and cost isnt a drawbck in HotAC. Something has to give, just like something has to give on the phantom.

Edited by Rakaydos

Reposting from the main thread:

The base non title defender exists in my version, because it isnt OP compared to a well built Royal Guard. Because point values arnt a thing in HotAC, the base Defender could be considered about 25 points, the same as a PTL/AT/TC intercepter (if an alpha could take Royal Guard tie, which the campain assumes)

+3 points, a mod slot, and both cannon and missile slots for x7, or +5 points and a mod slot for Tie D

Likewise, the base phantom is fine, especially interesting with Stygium, but ACD breaks the game. It's an easy ban, and leaves all the 8-red superattack combos intact.

The Tie Advance was vader's personal ship, but it's difficult to find a hook to hang a mission chain on. Theoretically, I could make it a starting ship- it competes with the so-called "shielded tie", which would make some era-purists happy- but I'm not happy giving "Vader's ship" to start, nor do I like "upgrading" to the Tie Advance Prototype from the Tie Advance. Love t hear some thoughts here.

Vader used one, but it'd be incorrect to suggest his was the only one. The sheer number of named pilots for it stands in opposition to such a claim.

I'd recommend powering the Punisher up rather than down should you choose to use it (I think it's redundant in a HotC format as the upgrades to the TIE bomber replace it) to make it the third Superfighter option.

I'm not sure the TIE/v1 is a sidegrade to the TIE interceptor given the loss of firepower unless you bake the Inquistor's ability into it. Not a bad idea, actually. Distinguishes it as a sniper fighter.

Looking through the wookiepedia page, the X1 was always a ship given to "elite pilots", so I guess anything where you get Fleet attention could unlock it. Mechanically, it fits in as a starting ship, but thematically I dont want to call PS2 an elite pilot, Storm Squadron aside.

As for the punisher, it has more slots, healthier and is almost as maneuverable, and cost isnt a drawbck in HotAC. Something has to give, just like something has to give on the phantom.

Never trust the Wookiee too much. It's useful but not completely reliable.

The /x1 is expensive: it was designed as a replacement for the TIE fighter but wasn't rolled out on the scale of the TIE interceptor (which was ultimately chosen in favour of it) because it was pricier to mass produce. The same is true of the TIE/v1, TIE defender and TIE phantom, the latter two to a much greater extent.

They're not common but certainly not unreasonable as starters if you're considering the derivative TIE aggressor as one.

Strip it of its title (but with system slots on its card so it can buy them) and it should work well as a starter.

Arc 1: New Base

Mission 1: Survey Asteroid field

Intro: Rebel and pirate forces have grown to be a threat to the sector, a threat that must be handled immediately. A Pirate outpost is suspected to exist in this asteroid field- We will drive them out, so they can never again threaten Imperial Citizens.

HWKs, Ywings and Zs. basic furball mission, Ywings on strike AI

Random asteroid enemy spawns?

Gozanti for emergency dock, gozanti must survive.

Bonus XP if no scum escape

Success: We have routed this batch of scum and rabble, but our work is just beginning. we will build a base of operations here to be sure neither pirate nor rebel can use this location again.

(continue to New Base II: Protect the base)

Failure: Inconcevable! To think that pirate rabble have driven off the forces of the imperial navy! Honor demands we return and drive them out once and for all!

(Replay New Base 1: Survey Asteroid field)

Mission 2: Protect the Base

Intro: Rebel forces have located our new facilities and are preparing a strike to disable it before it comes online. Intercept the rebel assault craft and destroy them. They must learn not to trifle with the forces of the Empire!

Lots of Xwings and Bwings with Torpedos, Strike AI on base shields and command emplacements as long as the attackers have full shields

Small hanger available for Emergency dock

Bonus XP for undamaged sections of base

If base is destroyed, area becomes hostile territory. There are no escape edges.

Success: Congratulations. Your efforts have saved the lives of dozens of imperial technitions and personnel. This shows how much the rebel scum fear our presence. Soon, we will be ready to take the fight to the Rebels.

(Continue to New Base III: Fireships)

Failure: Your failure has cost the Empire millions of credits of equipment and the lives of dozens of loyal personnel. This matter will go on your record. We can repair the damage, but the Rebels will be emboldened by this strike- we must be cautious.

(replay New Base II)

Mission 3: Fireships

Intro: ALERT! Ships detected on collision course! All units scramble! Detecting reactor overload in approaching ships! They're trying to ram us!

1-2 Rebel transports are approaching the base, filled with explosives. they move 2 every turn and reinforce foreward- 8 turns to reach the base

Escorting HWKs and Awings to distract the players

Kill the transports before they reach the base. Turbolaser emplacements available to help

Emergency dock with base.

No escape edges, area becomes hostile if base is lost.

Success: The Rebelion's final gamble has failed. With the base now fully armed and operational, it is time to begin a new, Imperial era in the Aturi Sector!

(Imperial victory point. Imperial players may now fly Lambada Shuttles)

Failure: We stand defeated on the eve of what would be a great triumph. Fleet command is looking into the matter, but it seems unlikely they will throw good credits after bad. Better to focus on other aveneus of control.

(Rebel victory point. No replay available.)

What are people's thoughts on making the Tie Advance a starting ship, built in system slot with no discount, Ship+7 XP?

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Edited by Rakaydos

I have a dumb question that I'd really like an answer to.

The Mission Control software is a web based scenerio designer hosted by FFG.

When assembilying a mission, how do I scroll through the ship or token bars? I can only seem to select ships or tokens visible at the top.

Optional rule: Faceless legion.

Some players feel that a proper imperial campain involves starting as a faceless imperial tie pilot, and starting as an intercepter or advanced pilot is missing the point.

For these players, I present the option of starting as a PS1 tie fighter with 3 XP. Each player who choses this option counts as only half a player for the purpose of enemy spawns. the tie fighter has only the starting mod slot until it reaches PS3. PS4 unlocks the normal starting ships (and returns the ship to being worth a full player for enemy spawns)

Edited by Rakaydos

An alternative option might simply be to have a baseline TIE Fighter mission in which you, eg, are on routine patrol and ambushed by enemy scum or rebels.

Surviving the mission is enough to attract the attention of the superiors, and thus you're assembled together to go forth and do good things...

Just a passing thought.

An alternative option might simply be to have a baseline TIE Fighter mission in which you, eg, are on routine patrol and ambushed by enemy scum or rebels.

Surviving the mission is enough to attract the attention of the superiors, and thus you're assembled together to go forth and do good things...

Just a passing thought.

I love this idea, if you can survive as a single academy pilot against a rebel ambush I'd say you qualify for transfer to pretty much any low ps ship. It's very thematic too, the Empire is fueled by excellence and superiors will absolutely notice if you wreck some rebels with stock parts. Give that pilot a bigger gun!

An alternative option might simply be to have a baseline TIE Fighter mission in which you, eg, are on routine patrol and ambushed by enemy scum or rebels.

Surviving the mission is enough to attract the attention of the superiors, and thus you're assembled together to go forth and do good things...

Just a passing thought.

I love this idea, if you can survive as a single academy pilot against a rebel ambush I'd say you qualify for transfer to pretty much any low ps ship. It's very thematic too, the Empire is fueled by excellence and superiors will absolutely notice if you wreck some rebels with stock parts. Give that pilot a bigger gun!

If none of you survive... try again, because you're obviously still learning the AI. ;)

I'm trying to avoid too much deviation from Heros.

Trying out the intro game with my group right now. And we've lost 1 tie bomber and 1 advance, with a weapon disabled Intercepter, in exchange for 1 dead Xwing and 2 xwings fed to hyperspace. 2 Xwings and a dorsal turret y wing left on the field, 2 turns left in the game.

The jump from 2 pilots to 3 is a nasty one, with an extra Xwing in wave 1 and 3, which I think is what did in my group. The Xwings hyperspacing after the first hull damage denied a whole bunch of kill XP. I'm changing "non-tie kill" to "Rebel Kill" and having it work like elite kill- if your grup can kill a rebel before it can hyperspace, everyone in the squad gets an XP.

Edit: Intercepter successfully evaded to turn 10. Observer shuttle survived, so territory was friendly, Bomber rolled half XP lost (so 1 XP earned instead of 2), Advance blanked the eject and gained 6, and intercepter survived, got 1 point for surviving, for a total of 5 XP.

Edited by Rakaydos

I really, really want to see a sneak preview of your AT-AT rules!

I'm trying to avoid too much deviation from Heros.

Trying out the intro game with my group right now. And we've lost 1 tie bomber and 1 advance, with a weapon disabled Intercepter, in exchange for 1 dead Xwing and 2 xwings fed to hyperspace. 2 Xwings and a dorsal turret y wing left on the field, 2 turns left in the game.

The jump from 2 pilots to 3 is a nasty one, with an extra Xwing in wave 1 and 3, which I think is what did in my group. The Xwings hyperspacing after the first hull damage denied a whole bunch of kill XP. I'm changing "non-tie kill" to "Rebel Kill" and having it work like elite kill- if your grup can kill a rebel before it can hyperspace, everyone in the squad gets an XP.

Edit: Intercepter successfully evaded to turn 10. Observer shuttle survived, so territory was friendly, Bomber rolled half XP lost (so 1 XP earned instead of 2), Advance blanked the eject and gained 6, and intercepter survived, got 1 point for surviving, for a total of 5 XP.

Note that the 'first mission' would be optional, and essentially a background-fluff game before you get into it 'for real' (and also a handy way to get a feel for what the game is like before picking 'which ship' you want), you'd probably do fine - or at least, certainly better than having a whole set of different rules to cater for those that wanted to start as cannon fodder.

Given that X-wings and Y-wings are honestly pretty powerful craft, I suspect you'll find the jumps are nontrivial indeed. I guess running Z-95s as a 'half ship' as needed for scaling isn't thematically appropriate?

Making some tweaks to the rebel spawn rate for "Final Exam"

Enemy spawn
Red Squad: Turn 1, spawn at 3,

1 player: Xwing,

2 player (If players are PS4)replace w/ elite Xwing,

5 player Xwing

Green squad: Turn 1, Spawn at 4,

3 player Xwing,

4 player (If players are PS6) replace w/ elite Xwing,

6 player Xwing

Gold squad: Turn 4, Spawn d6,

2 player Ywing,

4 player Ywing,

6 player (If players are PS4) replace w/ Elite Ywing

(all non elite Ywings have Dorsal Turrets)

Blue squad Turn 7, Spawn d6,

2 player Xwing,

3 player (If players are PS8)replace w/ elite Xwing,

6 player Xwing

Imperial Shuttle is observing only. It is
immobile, get no actions and cannot fire, but Ties can
Emergency dock to it.

Edited by Rakaydos

Given that X-wings and Y-wings are honestly pretty powerful craft, I suspect you'll find the jumps are nontrivial indeed. I guess running Z-95s as a 'half ship' as needed for scaling isn't thematically appropriate?

The Z95 AI hasnt been written yet. :P

This first mission is supposed to be a simulation before the campain begins- essentially the same as your "Rebel Ambush", with the "half ship Tie Fighters" rule in effect. (4 people with tie fighters count as 2 ships for spawning)

Game 2, this time 2 players with 25 extra XP each (to simulate an extended game)

Intercepter, PS4, Autothruster, Stealth, Targeting computer, Push the Limit

Tie Defender, PS4, HLC, Tie Mk2

with 2 players at PS4, the new spawn chart says just 1 Xwing in the first wave... but it's an elite. rolled on the elite Xwings, got Tarn with a proton torpedo.

A freak proton hit dropped the defender from full to 1 hp (max proton, blank defence, direct hit) in exchance for a nasty HLC hit, just as the Ywing spawned in the defender's flight path. The PTL intercepter, though, drove off Tarn, out maneuvered the wing and drove it off, and drove off the last Xwing.

Might need a few more spawns and elites keyed to higher pilot skills. We were only PS4, and a no-R7 Tarn was the only threat to us.

This sounds amazing. I have one small concern, why Hunters of the Aturi Cluster? I has the same letters as Heroes of the Aturi Cluster, HOTAC. How am I going to tell them apart!?

This sounds amazing. I have one small concern, why Hunters of the Aturi Cluster? I has the same letters as Heroes of the Aturi Cluster, HOTAC. How am I going to tell them apart!?

I think the simplest possible change is HitAC.

Hunters in the Aturi Cluster

IT's Hunters because it sounded more aggressive than Defenders of the Aturi cluster and more Imperial than Villians.

Edited by Rakaydos