Heroes of the Aturi Cluster Alternate Advancement System

By kausemu, in X-Wing

Good morning and happy 2017!! i've spent the last month working on a project. After getting into x-wing and working up some x-kart rules for tournament use in my local area, I started working on a revamped leveling and progression system for Heroes/Hunters/Scum of the Aturi Cluster missions that I have seen floating around.


I've updated the flat experience system to a more dynamic experience/credit system based on the squad point values of the ships involved in the combat. My version is completely compatible with the existing AI and encounter system present in HotAC and variants. It is also a perfect system to use in more dynamic GM driven encounters where a group may want to try their squadron against a GM controlled enemy squadron.


I estimated the bare bones squad point cost of every ship in the game @ 1 Pilot skill and no EPT or ability. I processed every single unique pilot ability and assigned them (slightly less than arbitrarily) to classes. I've created a Level progression AND a flat purchase system. Both are usable with and without the class system.


I recommend using the attached player sheet (NOT MINE) because it allows for greater customization. I personally think the best way to do it would be a separate ship and pilot card but as I have no Photoshop skill, haven't created them myself.


This is the first draft that I've shown to the "public". PLEASE any of you with experience in HotAC rip this apart. I encourage all players to create builds using the system and post them below.


My personal favorite atm:

  • HWK-290 {Airen Cracken Ability, +2 PS, Twin Laser Turret}
its 2000 credits and 600 xp

If you're using leveling, add the Adrenaline Rush EPT using the hard way or Wingman if not.




Leveling system removed. I've noticed a TON of bugs in some recent edits. I'll repost soon.


one thing not listed is the EPT's you can take using the leveling system. I recommend doing it one of 2 ways. Either unrestricted and adjust the Squad points of the enemy as necessary OR for a slower progression, you may only take EPT's that are your level or lower in SP cost.

Edited by kausemu

UPDATE FROM REDDIT:



While I can deduce or infer a lot from what you have there, many things need to be made clearer or more explicit if you want people to use this.



  • Could you give an example of a build you can make with your system that can't be made in the original system?
  • Why is there an XP gain formula and also a "simple" XP formula? How do I know which to use?
  • Same question for credit gains.
  • What's a class? How do I choose a class? Can I be any class I want? Can I change classes? Can I get stuff from more than one class?
  • I can start with more XP if I ignore the class system? Why would I do that? Can just one player do that, or does everyone have to do that?
  • Are you allowing ships that aren't normally player ships in HotAC?
  • How does this interact with the mission scaling by Pilot Skill in HotAC missions?
  • If I buy a missile but never fire it, do I still have to re-buy it each mission?

As for actual critiques of the system itself, here's a couple thoughts:


  • Switching ships seems very harsh, because you need to re-purchase upgrades. This seems like it would encourage players to avoid upgrading their initial ship in order to save up for their intended end-game ship and avoid wasting credits, which doesn't seem fun.
  • Needing to re-hire crew and re-buy munitions also seems really harsh on certain builds. What if you try to build a fun combo that revolves around a specific crew or munition, but you find yourself unable to afford to re-purchase it before the next mission? Do you just get stuck having to fly a mission with a crippled build because you're missing your lynchpin upgrade? I expect you'd see a lot of players just avoid ships/builds with crew and munitions entirely, for the sake of minimizing that risk and not falling behind in the XP/credits race compared to other players. It's the same problem as spending XP to make expendable magic items in D&D.

My Reply

Could you give an example of a build you can make with your system that can't be made in the original system?

  • Nope. I haven't spent a ton of time testing builds out. For me being able to use any ship regardless of level etc as long as you can afford it SEEMS more customizable. Being able to use the large ships and not having to worry about balance etc because the pilots scale on more factors then PS and static XP gains.

Why is there an XP gain formula and also a "simple" XP formula. How do I know which to use? Same question for credit gains.

  • Simple Gains is a variant designed to reduce the book keeping etc. You would use whichever one you preferred.

What's a class? How do I choose a class?

  • Abstract thing giving you access to mostly arbitrarily grouped limited pilot abilities. The abilities in each class are as best as I can manage, thematic to the archetype and each class has 25 specific pilot abilities that it can access.

Can I be any class I want? Can I change classes? Can I get stuff from more than one class?

  • At each level you may select any class to take a level in. At which point you would gain the Pilot Abilities associated with that class level. Pilot Skill and EPT's are based on Pilot Level not class levels.

I can start with more XP if I ignore the class system? Why would I do that? Can just one player do that, or does everyone have to do that?

  • You start with more xp to spend but the level 1 pilot class has an EPT and pilot ability which you cannot get from the raw xp spend. They should (if i estimated correctly) start out at about the same place but the class system seems to scale pilots a little faster than the xp buy.

Are you allowing ships that aren't normally player ships in HotAC?

  • All ships are available as long as the player has the Credits to purchase them.

How does this interact with the mission scaling by Pilot Skill in HotAC missions?

  • It should sit directly on top of the current scaling based on PS etc. In my revised system, the game is intended to be more directly controlled by a GM. This allows for small tweaks to the base on a group by group basis.

If I buy a missile but never fire it, do I still have to re-buy it each mission?

  • naturally if you do not spend ordinance you do not have to replenish ordinance.

As for actual critiques of the system itself, here's a couple thoughts:

Switching ships seems very harsh

  • this is intentional. The players should be able to access the better small ships around level 3 and 4 and the large ships at 5 and 6. Depending on the leveling scale (400 xp, 300 xp or the [xp]+150* previous level) this can change. This is by design as the large ships are generally faster, more durable and more powerful than the small ships.

Needing to re-hire crew and re-buy munitions also seems really harsh on certain builds

  • This is intentional as well. Ordinance is more powerful than standard primary attacks as are crew. I believe that by the time that crew is in play, players are going to be earning more than enough to re-buy crew, re-up used ordinance and still save for that next big upgrade.

Generally, my intention is to create something that is more challenging to players as the primary complaint i have heard about late game HotAC is that you out scale the AI etc. Adding the element of a GM and by decreasing late game viability of certain builds, it will "hopefully" require players to work together more and those players who are wanting to do a Kannan, Finn, Rey Falcon build with the sloop title will need to make 800 credits each round to re -hire those crew.

afaict, it appears to be doable