Invasion of the Aturi Cluster - Yuuzhan Vong Campaign

By Trashyshadow, in X-Wing

I know there are those that hate the Vong, if that is you, please pass this post unless you have something constructive to add.

So while the Imperial Campaign is being worked on (or as of now been split into two ideas), I have been working on my own campaign with the rebels against the Yuuzhan Vong, but it needs a lot of play testing. I would love any feedback from anyone, and anyone who would like to help out with the artistic side, that would be great. I made this material because I wanted play a Vong Campaign, but I doubt I am the only one.

As a big fan of the Yuuzhan Vong, I wanted a campaign to focus on repealing a small invasion force, so this whole campaign revolves around that idea. There are a total of 12 missions, with 4 missions in each of the 3 different story arcs. I do not see this as being a rookie campaign, so having some extra starting experience I think is a good thing.

I wanted to keep the rules as simple to play as possible when it comes to how the Vong ships work, so getting a free evade token on a green maneuver is simple, and integrates the idea of how their dovin basal works in relationship to defense and movement. I think anything more complicated will slow the game down. I also gave them armor instead of shields, the armor absorbs criticals that get through their defense dice. So the first critical would get absorbed by the armor, if only hits get through, armor does nothing.

I also made an AI for large capital ships, but haven't had time to play test that idea out.

Link to all my work, its in pdf format. If you want access to the original work, message me. You can find all the Elite cards, AIs, printable components, and missions, as well as sources for where I got a few pictures from.

Yuuzhan Vong ships available here.

Edited by Trashyshadow

Vong?

Uh, hard pass.

Vong?

Uh, hard pass.

Thanks for being super helpful and following the request of the poster.

OP, I think its an awesome idea and I will be following this with great interest!

Vong?

Uh, hard pass.

Thanks for being super helpful and following the request of the poster.

OP, I think its an awesome idea and I will be following this with great interest!

I edited my post after the reply, so the request wasn't there to begin with. There are those that don't like the Vong, I understand that. I want to keep this positive!

Where you able to access the pdfs? I want to make sure the link I posted and shared worked.

Looks pretty awesome. I know the NJO gets a lot of hate but I quite enjoyed it personally. I'll be following this to see where it goes. (I can access all the pdfs just fine)

Vong?

Uh, hard pass.

Thanks for being super helpful and following the request of the poster.

I'm no fan of the NJO but I do like the design of some of the Vong ships, notably the coralskipper. I'll be keeping an eye on your work. I'm thinking of at least purchasing some skips and borrowing your stats to run a Yuuzhan Vong Expeditionary Force skirmish against some of my Rebel ships.

What if a dovin basal worked kind of like mobile arc as a free action where you picked one or two quarters that would give you the extra defense? I like the Vong, so I will be following this topic.

Could add that if within range one of a ship with a dovin basal, lose a shield at the end of a turn. Maybe also can't move between two Vong ships that are within range one of each other.

h* pass

What if a dovin basal worked kind of like mobile arc as a free action where you picked one or two quarters that would give you the extra defense? I like the Vong, so I will be following this topic.

Could add that if within range one of a ship with a dovin basal, lose a shield at the end of a turn. Maybe also can't move between two Vong ships that are within range one of each other.

I wanted to keep it simple and not slow down the game with remembering too many options. I figured if it was doing an easier move, the dovin basal has more power to pull in shots, thus the free evade token. I used the grab shield ability on the Yorik-Vecs and the capital ships. I was worried that it might end up being too powerful, but here is a potential thought.

We could change the action order of ships. I could add it as an action to remove 1 shield from 1 ship at range 1, but at a cost of the evade token (makes sense, can't stain the dovin too much). That could be the action before the focus action option on the AI cards.

BTW, I only have play tested the first mission (with a x-wing and y-wing, PS 5 and upgrades). The slayers hit really hard.

h* pass

Man, you are a quick learner, aren't you? Wasn't it just this morning we were all taught on the forums about coding language? Impressive wookiee.

The quest is to get the forgotten Imperial Superweapon the J.J. Cannon the one weapon that can wipe the Vong out of existence in a single shot. :P

Edited by Marinealver

You know, my first assumption when I read the topic title was that this was a snarky parody of all the excitement surrounding non-rebel HOATC campaign development...

16atz8.jpg

What if a dovin basal worked kind of like mobile arc as a free action where you picked one or two quarters that would give you the extra defense? I like the Vong, so I will be following this topic.

Could add that if within range one of a ship with a dovin basal, lose a shield at the end of a turn. Maybe also can't move between two Vong ships that are within range one of each other.

I wanted to keep it simple and not slow down the game with remembering too many options. I figured if it was doing an easier move, the dovin basal has more power to pull in shots, thus the free evade token. I used the grab shield ability on the Yorik-Vecs and the capital ships. I was worried that it might end up being too powerful, but here is a potential thought.

We could change the action order of ships. I could add it as an action to remove 1 shield from 1 ship at range 1, but at a cost of the evade token (makes sense, can't stain the dovin too much). That could be the action before the focus action option on the AI cards.

BTW, I only have play tested the first mission (with a x-wing and y-wing, PS 5 and upgrades). The slayers hit really hard.

If I expanded this idea, you could make it two evade tokens for green maneuvers and 1 evade token for white maneuvers. Including the same idea of removing shields at range 1 as a possible action. I think this would be good to match the book mechanics as it took concentrated firepower to kill them, thus likely players would have to concentrate fire on the Vong ships. My main issue though even if you lowered their agility to 1, they would be hard to hit in solo play. But over all I do like the concept.

I would like to see the "sucked into a singularity" on any hits > 2 or on a crit. Just thematically.

If we're not sucking ships down grav holes we're not really vonging, IMO.

I also enjoyed the NJO.

I would like to see the "sucked into a singularity" on any hits > 2 or on a crit. Just thematically.

If we're not sucking ships down grav holes we're not really vonging, IMO.

I also enjoyed the NJO.

The singularity mine could add a feature like that. Right now it deals one face down damage card to a ship and an ion token to all ships at range 1. Could instead of the ion, force the ship to move towards it, just like a tractor beam.

I should modify the Yorik-Alga and Yorik-Vec so they have these on certain missions.

Maybe can have reduced pilot skill for characters that slowly improve over the missions as well, to simulate being a new enemy that they could not predict in the beginning. I do not know how important pilot skill is.

Maybe can have reduced pilot skill for characters that slowly improve over the missions as well, to simulate being a new enemy that they could not predict in the beginning. I do not know how important pilot skill is.

In Heros of the Aturi Cluster, Pilot skill for players unlocks additional EPT and MOD slots. it does increase as players gain XP

Edited by Rakaydos

Maybe can have reduced pilot skill for characters that slowly improve over the missions as well, to simulate being a new enemy that they could not predict in the beginning. I do not know how important pilot skill is.

In Heros of the Aturi Cluster, Pilot skill for players unlocks additional EPT and MOD slots. it does increase as players gain XP

The mechanics for Heros of the Aturi Cluster are an amazing feat and I look forward to the work on the Imperial side, be it the Hunters model or the swarms model.

I don't strive to change any mechanics from the Heros, only add elements to how the Vong work in terms of those mechanics.

So I tweaked the Yorik-Et AI card, and will do the rest if everyone thinks it will work well. I played tested this tweak a bit and it's tough. Given the Yorik-Et give x-wings a run for their money, I feel it's supposed to be tough.

Yorik-Et AI Card

I took the ideas, and modified it a bit. More aggressive if possible on the green maneuver, and white is defensive.

When making a green maneuver

  • If range 1 of enemy ship, remove a shield token
  • Otherwise, gain 1 evade token

When making a white maneuver

  • Gain 1 evade token

I also made a few of the green maneuvers into white maneuvers. If this idea works well with everyone, I will modify the rest of the AI cards to reflect this.

Updates

  1. I updated all the AI cards to match the idea of white vs green maneuvers.
  2. Tweaked the Yorik-Alga so that it has one agility instead of two.
  3. Updated Story Arc 1 missions, tweaking how many ships enter in and at which rounds. Haven't play tested mission 4 yet, so tweaks to come out when that is finished.
  4. Updated a Yorik-Alga elite card that had an ability missing for PS8

All these changes can be seen on the shared pdfs.

Ok a few more edits.

  1. I tweaked armor because you never could crit, not only that but you never wanted to roll a critical. Since evade cancels hits first, if a crit got through, armor sucked it up making you feel like you didn't accomplish anything. Given the how hard these can be to hit at times, I found it very frustrating to get a single crit through, to do what felt like nothing (getting a shield down felt like more of an accomplish than this).
  2. I updated two of the Yorik-Vec elite pilots as they felt weak and didn't add much for them being elite.
  3. Working on update to Story Arc 1, mission 4. Overall I was pretty happy with the mission in game play, but it has some tweaks. Will post when it is done.

Armor

When a critical gets through the defense dice and evade tokens, armor tokens are discarded to immediately turn the face up damage card face down (before the critical effect is resolved).

All changes can be seen on the shared pdfs.

Its been awhile since I last posted on this as I haven't personally been able to play test it beyond story arc 1. But a group has started to take it on, and through talking with them about how its going, I have been making some edits to the first story arc. All the documents in the shared folder are up to date.

  1. Minor edits of misspellings and such are being found and fixed.
  2. Minor tweaks to the presentation of the missions to make it fully match the presentation of the original HOTAC
  3. Reexamining the armor system, update to follow once satisfied
  4. Examining hull amount of certain ships

sorry but Yuuzhan Vong is so wrong ..... it one of the things i hate most about the old eu