Missions available for testing:
Enemy AI:
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.
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