Incorperating the ARC-170 in HOTAC

By Chief Hugh, in X-Wing

I will be starting a campaign soon with a friend and I want to make the ARC an option in addition to the X and Y wing as a starting ship.

I would have to create a new HOTAC stat card for it. But essentially you get a Naked ARC to start with and say....3 points to start with. Any thoughts on this?

The title-less ARC-170 isn't that great of a starting ship, but is the most flexible. But the titled version is quite powerful. May I suggest that you make the title cost 5-6 points, and unlockable at PS4 (same time as you can switch to the A/B/HWK). That way you can start as an old ARC, without throwing the game balance off too much.

What we did was to make a mission to unlock the ARC-170. To make it fit more in the theme of 'Salvaged Hardware"

Here are the details:

Salvage Mission, 12 Turns

Setup:
Station near the top end of the board using the large central station, a docking station (facing somewhat towards the Rebel edge), up to 3 single stations with Turbo Lasers, a Sensor Array, a Shield Array, plus other emplacements to fill.
Sensor Beacons: 12 Astroids, 2 Beacons per player
Sensors have 3 Agility, 2 Hull and are equipped with Sensor Jammer.
The Sensor Array on the station counts as a Beacon, 0 Agility, 5 Hull.
At end phase, Rebel ships must make a sensor check. Each player builds a pool of attack dice.
Ion’d Sensors do not Scan
Range 1: +3
Range 2: +2
Range 3: +1
Stealth Device: -1
Add one Interceptor per Crit (up to 4) beginning the next turn
Pilots earn 1 XP for each destroyed Sensor, or emplacement.
Use standard Turret Rules
+1 Turret for 1, 3, 5 players, max 3
Random Elite comes turn after ORS docks, targets ARC
ORS is PS 1 has +1 shield per player and must Dock with the station after the Shield Generator is down.
ARC is PS 2 has Tail Gunner, R3 Astromech
If ARC escapes edge, ARC is now available for play.
If ORS escapes, each player gets one Modification at no cost.

What we did was to make a mission to unlock the ARC-170. To make it fit more in the theme of 'Salvaged Hardware"

Here are the details:

Salvage Mission, 12 Turns

Setup:
Station near the top end of the board using the large central station, a docking station (facing somewhat towards the Rebel edge), up to 3 single stations with Turbo Lasers, a Sensor Array, a Shield Array, plus other emplacements to fill.
Sensor Beacons: 12 Astroids, 2 Beacons per player
Sensors have 3 Agility, 2 Hull and are equipped with Sensor Jammer.
The Sensor Array on the station counts as a Beacon, 0 Agility, 5 Hull.
At end phase, Rebel ships must make a sensor check. Each player builds a pool of attack dice.
Ion’d Sensors do not Scan
Range 1: +3
Range 2: +2
Range 3: +1
Stealth Device: -1
Add one Interceptor per Crit (up to 4) beginning the next turn
Pilots earn 1 XP for each destroyed Sensor, or emplacement.
Use standard Turret Rules
+1 Turret for 1, 3, 5 players, max 3
Random Elite comes turn after ORS docks, targets ARC
ORS is PS 1 has +1 shield per player and must Dock with the station after the Shield Generator is down.
ARC is PS 2 has Tail Gunner, R3 Astromech
If ARC escapes edge, ARC is now available for play.
If ORS escapes, each player gets one Modification at no cost.

Sounds fun..Suggestion: Make the map in the Mission Command mission design tool...

The ARC I think is too good to be a starting ship, especially when compared to the Y and X wings.

It is even better than the Hwk in many ways certainly tougher and able to do damage without a turret upgrade.

The mission proposed by Darthmixer looks very promising though.

It's definitely not a starter ship, but in my experience it's okay as another PS4 unlockable.

Compared to the B-Wing, it's got 1 more HP but the HP profile isn't as good, with less shields. It also features one less torp slot, no system slot, no cannon slot, and even the B-Wing can have crew. It's primary advantage boils down to the better dial, astromech slot, and of course the aux arc. Other than that, it's capacity for damage output and control simply isn't there. I think it's perfectly fine as an unlockable.

It's definitely not a starter ship, but in my experience it's okay as another PS4 unlockable.

Compared to the B-Wing, it's got 1 more HP but the HP profile isn't as good, with less shields. It also features one less torp slot, no system slot, no cannon slot, and even the B-Wing can have crew. It's primary advantage boils down to the better dial, astromech slot, and of course the aux arc. Other than that, it's capacity for damage output and control simply isn't there. I think it's perfectly fine as an unlockable.

I couldnt agree more!!!!

What we did was to make a mission to unlock the ARC-170. To make it fit more in the theme of 'Salvaged Hardware"

Here are the details:

Salvage Mission, 12 Turns

Setup:
Station near the top end of the board using the large central station, a docking station (facing somewhat towards the Rebel edge), up to 3 single stations with Turbo Lasers, a Sensor Array, a Shield Array, plus other emplacements to fill.
Sensor Beacons: 12 Astroids, 2 Beacons per player
Sensors have 3 Agility, 2 Hull and are equipped with Sensor Jammer.
The Sensor Array on the station counts as a Beacon, 0 Agility, 5 Hull.
At end phase, Rebel ships must make a sensor check. Each player builds a pool of attack dice.
Ion’d Sensors do not Scan
Range 1: +3
Range 2: +2
Range 3: +1
Stealth Device: -1
Add one Interceptor per Crit (up to 4) beginning the next turn
Pilots earn 1 XP for each destroyed Sensor, or emplacement.
Use standard Turret Rules
+1 Turret for 1, 3, 5 players, max 3
Random Elite comes turn after ORS docks, targets ARC
ORS is PS 1 has +1 shield per player and must Dock with the station after the Shield Generator is down.
ARC is PS 2 has Tail Gunner, R3 Astromech
If ARC escapes edge, ARC is now available for play.
If ORS escapes, each player gets one Modification at no cost.

Sounds fun..Suggestion: Make the map in the Mission Command mission design tool...

I tried to make it there, but I could not find a way to add the custom station pieces.

Here is the layout I used: https://www.dropbox.com/s/slho5mumnd75iig/Salvage%20Mission%20Layout.png?dl=0

The Level 7 ARC-170 build that I am playing now is:

Push the Limit, Hobbie Klivian, and Jake Farrell for EPTs (Have not decided on last one yet). With Targeting Astromech and Kyle Katarn.

That gives me the following options:

Perform Non-Red Maneuver (I should almost never start the turn stressed). Take Focus for my Action and do a Jake Boost or BR, PtL to Target Lock. During Attack, spend Target Lock, Remove Stress with Hobbie, Gain Focus from Kyle, and reposition if needed with Jake (whichever option I did not take prior). Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

or

Perform a Red Maneuver and gain Stress. Gain TL through Astromech, Loose Stress with Hobbie, Gain Focus from Kyle, use Jake to Boost or BR. Take Focus for Action, use Jake again. Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

Now to decide what to do for my last EPT...

Have you used the title or just without it?

I have been experimenting with using ships other than X-wing and Y-wing and so far... so good.

This is what I did:

each player gets to start with 25 points of ship & upgrades. If you cannot spend all 25 pts, you bank the unused amount. Any ship over 25 points is obviously off limits. Any Large ships count as two ships for the purposes of determining enemy strength. I don't have any Large ships playing right now but if you want to save up and pay for it, go for it. The cost of new ships is the amount printed on the ship card but I allow players to trade in their old rides for full value (hey, some other Rebel will benefit).I also consider ordnance to be a pooled asset, rather than limited to one player, which makes no sense. You can also purchase more upgrades than will fit on your ship and then equip the ones you want up to normal ship limits.

Droids can also be shared once they are purchased,which is kinda the point of having your nav compouter in an astromech instead of built into the ships computer.

I have been experimenting with using ships other than X-wing and Y-wing and so far... so good.

This is what I did:

each player gets to start with 25 points of ship & upgrades. If you cannot spend all 25 pts, you bank the unused amount. Any ship over 25 points is obviously off limits. Any Large ships count as two ships for the purposes of determining enemy strength. I don't have any Large ships playing right now but if you want to save up and pay for it, go for it. The cost of new ships is the amount printed on the ship card but I allow players to trade in their old rides for full value (hey, some other Rebel will benefit).I also consider ordnance to be a pooled asset, rather than limited to one player, which makes no sense. You can also purchase more upgrades than will fit on your ship and then equip the ones you want up to normal ship limits.

Droids can also be shared once they are purchased,which is kinda the point of having your nav compouter in an astromech instead of built into the ships computer.

This is almost exactly what we have just started playing for our HotAC campaign, check out misfit squadron in the battle reports for the campaign log

The Level 7 ARC-170 build that I am playing now is:

Push the Limit, Hobbie Klivian, and Jake Farrell for EPTs (Have not decided on last one yet). With Targeting Astromech and Kyle Katarn.

That gives me the following options:

Perform Non-Red Maneuver (I should almost never start the turn stressed). Take Focus for my Action and do a Jake Boost or BR, PtL to Target Lock. During Attack, spend Target Lock, Remove Stress with Hobbie, Gain Focus from Kyle, and reposition if needed with Jake (whichever option I did not take prior). Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

or

Perform a Red Maneuver and gain Stress. Gain TL through Astromech, Loose Stress with Hobbie, Gain Focus from Kyle, use Jake to Boost or BR. Take Focus for Action, use Jake again. Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

Now to decide what to do for my last EPT...

This is sooo evil... I like it :)

Be careful when adding ships that weren't initially in Heroes. We just finished up the last scenario where the Interceptors are keyed to an individual pilot. We were playing 2x Bs, 2x Es and a K with everyone a PS 6 and higher. Killed all 5 interceptors in 5 turns with no rebel losses. Ships that aren't listed are too strong for the game out of the box. It gets worse the higher PS you become. It gets to the point that the game becomes less about tactics and cooperation and more about shooting imperials in a barrel.

If you are going to use them you need a way to handicap them. More Ties and higher PS are two ways.

Josh Derkson has said recently on the Facebook HOTAC site that the ARC170 is rather balanced as a upgrade ship from his play testing, and that it compares well to the Bwing....with a better dial and droid slot, but less ordnance and no cannon slot. also the difference of hull to shields (even if with more total health) seems to balance it a bit.

The Level 7 ARC-170 build that I am playing now is:

Push the Limit, Hobbie Klivian, and Jake Farrell for EPTs (Have not decided on last one yet). With Targeting Astromech and Kyle Katarn.

That gives me the following options:

Perform Non-Red Maneuver (I should almost never start the turn stressed). Take Focus for my Action and do a Jake Boost or BR, PtL to Target Lock. During Attack, spend Target Lock, Remove Stress with Hobbie, Gain Focus from Kyle, and reposition if needed with Jake (whichever option I did not take prior). Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

or

Perform a Red Maneuver and gain Stress. Gain TL through Astromech, Loose Stress with Hobbie, Gain Focus from Kyle, use Jake to Boost or BR. Take Focus for Action, use Jake again. Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress.

Now to decide what to do for my last EPT...

This is sooo evil... I like it :)

After playing with it a bit more I swapped out the astronevh for R5-P9. Ended up not using the red moves much.

I am running it with alliance overhaul.

Josh Derkson has said recently on the Facebook HOTAC site that the ARC170 is rather balanced as a upgrade ship from his play testing, and that it compares well to the Bwing....with a better dial and droid slot, but less ordnance and no cannon slot. also the difference of hull to shields (even if with more total health) seems to balance it a bit.

This is good to know! I didn't knowt here was a FB group. I'll have to join.

Yeah, I think it's a great upgrade ship. I don't think you should start with it. It would be cool if you can only get it through a mission, though. I do want to try it as an upgrade ship, but I haven't been playing it much lately.

This is good to know! I didn't knowt here was a FB group. I'll have to join.

Yeah, I think it's a great upgrade ship. I don't think you should start with it. It would be cool if you can only get it through a mission, though. I do want to try it as an upgrade ship, but I haven't been playing it much lately.

I thought you were on it Heychadwick, I guess I'm wrong. if you arent. "Heroes of the Aturi Cluster Custom Campaigns, Missions and Rules. "