Attempting to create an Imperial narragive Campaign

By Do I need a Username, in X-Wing

Like the title says, I am currently working on an Imperial narrative campaign and am looking for feed back on several things (mostly balance related). As a brief overview, the upgrade structure is similar to HOTAC, but A. Imperial, and B. Limited in ship selection. Each player can choose to be "Fighter" "Bomber" or "Officer" and get unique benefits because of that. (For example, "Officers" get to let friendly ships at range one get the benefits of pilot abilities and EPTS after setup) the first thing I would like feedback on is the possible ship trees for each role. Each player starts with a TIE fighter, and then upgrades to these:

"Bomber" (Probably should be called specialist or something)

TIE Bomber (No TIE Shuttle) to TIE/SF or TIE Punisher to Firespray? (Unsure of what else to put here, seeing as the Imperial ordinance selection is rather limited) The general gist is you can have better ordinance, or a more versatile platform (In the SF).

"Officer"

TIE Bomber (TIE Shuttle) to Lambda to Upsilon to Decimator The Idea here is that as support you want crew more than anything else, but I can see an argument for the Upsilon being top tier with the Decimator.

"Fighter"

TIE/FO to TIE Advance Prototype OR TIE Striker to TIE Advanced (W/title) OR TIE Interceptor to TIE Defender (W/TIE D) OR TIE Phantom. This is the one that I am most certain about because I think those ships are in the same tier as one another when you aren't paying the point cost.

Additional rules note: You gain one additional modification slot for each upgrade icon less than two (Need a better way to phase this, but if you have fewer than two upgrade icons you get one additional mod slot for each one less, to TIE Interceptor gets a total of 7 mod slots (4 normal + title + 2 bonus) this is to buff the ships with less upgrade potential. No double modifications of course.

Now with that thought about, I realized there are some pilot abilities that need to be reworked for the campaign. These are them:

Duchess: Because she is dependent on Adaptive Ailerons, and that is TIE Striker only, I decided to move the Text of AA to her card, replacing the must with a may. new text: "Immediately before you reveal your dial, if you are not stressed, you may execute a white <1 L bank> <1 Straight> or <1 R bank> Manuver."

Boba Fett: Just going to increase versatility, probably not make it good. new text: "When you reveal a bank maneuver, you may rotate to any other bank maneuver"

Fel's Wrath: How d you buff an ability dependent on dying in a game where Dying can be really, really, bad? I thought about making it also mitigate the penalties for dying, but that would be an auto-include for some people, so instead it gains "Roll one additional Attack die for each damage card assigned to this ship" and make it "fighter" only (so no 13 die Decimators, as fun as that may be)

Lieutenant Lorrir: Remove the Receive on stress token aspect.

Kir Kanos: Happens during compare results step, like crack shot, only you have to spend an evade.

Maarek Stele: "choose 2 to deal, unless one of these is direct hit" Two Crits for the price of one! 6 Potential damage with the worst possible rolls! Yay! fun! Balanced!

Chaser: Range 1-2 Make it slightly better at PS 3.

Youngster: seeing as this is what I am doing for officers already, I think I'll just make this functionally a way to make anyone an officer. New text: Friendly ships at range 1-3 may treat your equipped EPTs as their own.

Howlrunner / Jonus: Maybe just remove the "Another" provision, but these might be good enough on officers, so I'll think about this some more.

Major Rhymer: When attacking with a secondary weapon, you may treat the weapon range as 1-3. Just better than default, maybe he'll see some play.

Epsilon Ace: you may equip EPTS and mods like this was your pilot skill, but if it drops you lose their effects. Just making it a bit better.

Zeta Ace: Allowing it to work with Lorrir. New text: "When performing a Barrel roll you may use the corresponding two speed maneuver template (Instead of the one speed)" Do I want Lorrir /Zeta Ace to become a thing? Yes. do I want to someone to put it on an ECHO TIE Phantom? Dear god yes.

Alright, that's all I have for now. If you could point out any I missed, I'll either explain why I think their fine, or add them here. If you think any of these are too good, tell me that too.

Possible trees:

Fighter Path

Start w/ TIE, then:

  1. TIE/FO -> TIE/SF
  2. TIE Striker -> TIE Interceptor -> TIE Defender
  3. TIE Advanced Prototype -> TIE Advanced -> TIE Phantom

Crossovers:

  1. TIE Adv. Proto -> TIE Interceptor
  2. TIE/SF -> TIE Advanced
  3. TIE/SF -> TIE Aggressor

Bomber Path

Start w/ TIE, then:

  1. TIE Bomber -> TIE Punisher
  2. TIE Bomber -> TIE Aggressor

Crossovers:

  1. TIE Bomber -> TIE Shuttle
  2. TIE Bomber -> TIE/SF

Officer Path

Start w/ TIE, then:

  1. TIE Shuttle -> Lambda -> Upsilon
  2. TIE Shuttle -> Decimator -> Gozanti -> Raider

Crossovers:

  1. TIE Shuttle -> TIE Bomber
  2. TIE Shuttle -> TIE/SF
Edited by Hawkstrike

I think that if you're really going for narrative, you should be careful about using the First Order-era ships. They probably would not be operating at the same time as some of the ships you've listed here, such as the Tie Advanced Prototype (which seems decidedly Early Rebellion era). Unless you're making this narrative fall squarely in-between the OT and sequels, there's no narrative-friendly reason to have pilots start in a TIE/SF and move into a TIE advanced.

-you should also look up the villains of the aturi cluster thread for ideas

Edited by Babaganoosh