Space Station Attack and Defend

By BenDay, in X-Wing Epic Play

Here are some house rules I came up with, would love to get your feed back. I have played several games (100 points using OT lists, the station is garrisoned by 4 or 5 Academy TIEs). The space station does well, but B-Wings with linked batteries do better :) Here is a link to HotAC

space station 2.jpg

Edited by BenDay
add link

Intro

  1. These rules allow for Garrison Squadrons GS (space stations and their defending garrisons) to be used in games of X-Wing. In these games one side is the GS and the other side is the attacking squadron. These rules use the same terminology and terrain templates from Heroes of the Aturi Cluster (HotAC). The only upgrades that are not allowed are minefield mapper by the attacking squadron, as well any ability that allow the GS to deploy in an unusual fashion.

Creating a Garrison Squadron

  1. The squad cost for a GS is comprised of both the points for the space station and the defending fight ers. Large based ships are not typically a part of a garrison and house rules should be developed for how to include larger ships in the GS, there is no restriction in including them in the attacking squadron.

  1. Generic small based ships included in a GS cost 4 squad points less, unique pilots may be included in a GS but at regular costs. Each hangar can only hold up to 3 small ships, typically this means 6 ships per space station, additional ships (generic or unique) must be paid for at full points cost.

Set Up

  1. The playing area should be bigger than the normal 3x3 (3x4 will work for 100 points). The space station should be placed in the centre of the board, with hangers but no emplacements. There is no restriction on the design of the space station, but it must fit together in the fashion described by HotAC. There may only be one space station.

  1. Initiative . If the GS is less squad points than the atacking squadron then for the purpose of initiative assume they are eaqual points and roll for initiative. If the attacker is less than they have the initive. If the GS wins initative (ie move first, shoot first) then it may place a ship on patrol.

  1. Asteroids are placed with normal spacing rules with each player taking turns, the GS places one asteroid and the attacking squadron may place up to three. The hanger bays count as the edge of the board for asteroid placement rules.

  1. Emplacements are deployed at PS 0 and must be placed in the outlined squares on the space station but can be placed in any location.

  1. GS ships are placed in accordance with PS, 3 ships per hanger, and must be placed in a hanger unless they are on patrol. To place a ship in a hanger simply place the ships base on the hanger terrain piece. If all the hangers become full, other ships are placed within range 1 of an emplacement facing the center of the station. Attacking ships may be placed no closer than range 4 of an emplacement.

  1. “On Patrol” if the GS won initiative it may place a single ship for each 100 squad points (rounded up) outside of the hanger and anywhere on the table. Ships on patrol are placed in accordance with their PS and can be no closer than Range 2 from an emplacement and may be facing in any direction.

Edited by BenDay
change para 8

Playing with Space Stations

  1. Space Station Terrain Pieces and Hangers

  • Space Station Terrain Pieces. During the game the space station may take actions as if it were PS 2. Neither space stations nor emplacements count as obstacles and can not be bumped.

  • Hangers house the space station's garrisoned fighters and have room for two emplacements. Hangers must have a fuel tank emplacement in order to launch fighters. Ships are normally launched with green manoeuvres however it is possible to launch fighters in an “Emergency Scramble.” Scrambled fighters may use any colour manoeuvre available on their dial but in addition must roll a red dice, if they roll a hit (not crit) they receive one face down damage card. Ships with a PS of 7 or greater can perform emergency scramble without rolling for damage. Launched ships cannot end their manoeuvre overlaping another ship, overlapping the space station or emplacement is fine. Ships in the hanger can not be targeted or damaged in anyway.

  1. Space Station Actions. The number of actions a space station takes is determined by the number of command centres and sensor arrays it has. The strength of some actions are determined by the number of a certain types of emplacement, when calculating this number round down. Their are four actions a space station can take. A space station can perform each action more than once a turn.

  • Control a Turbo Laser . This action allows one turbo laser to be rotated any amount, it is also assigned a focus token and a Target Lock. The target of the target lock must be in range three of this turbo laser. The focus token may not be used for defence.

  • Launch a Fighter . This action allows you to launch a fighter from one of the hangers. Simply assign the ship a green manoeuvre and place the token so one end touches the hanger bay doors. The ship may take further actions as normal. See hanger for more details including “Emergency Scramble.”

  • Repair . This action allows a space station to remove critical hit tokens. When performing this action roll one green dice for every cargo container in the space station. Each evade rolled results in one critical being removed from any emplacement. Eye and blank results can not be turned into evades.

  • Angle Deflectors . This action allows the space station to reallocate any number of shield tokens to different emplacements, up to the number of shield generators.

  1. Attacking and Defending

    • The space station fires its turbo lasers at PS 2. Every turbo laser can shoot once at a target in arc whether it was activated or not.

    • Each emplacement i s attacked separately and has a defence of zero, it still gets one green die at long range. Emplacements loose shields as normal and when the shields are gone begin to accumulate critical hit tokens (but not the card) with each un-evaded hit or crit. The effect of the token is determined by the type of emplacement. Ships may attack emplacement they are touching and vice versa.

  1. Types of Emplacements

  • Fuel tank . Each hangar must have one and only one fuel tank e mplacement assigned to it. The fuel tank damage chart is as follows;

    • 1 token, no effect

    • 2 tokens, all ships are launched with “emergency scramble” rules regardless of the pilots PS or colour of manoeuvre

    • 3+ tokens, This emplacement can no longer help launch ships and the adjacent emplacement receives one critical token (even if it already has three). Ships that end the game stuck in a hanger are considered destroyed

  • Cargo Container . Cargo containers provide supplies for the space station that are used to make repairs during combat.

    • 1 token, no effect.

    • 2 tokens, the cargo container counts as a half for determining repair actions.

    • 3+ tokens, this cargo container provides no actions.

  • Shield Generator . At the beginning of the game after all emplacements have been placed assign one shield token to each emplacements for each shield generator. In the end phase of each round remove shield tokens from each emplacements if the number of shield assigned to the emplacement exceeds the number of shield generators on the station.

    • 1 token, no effect.

    • 2 tokens, no effect.

    • 3 tokens, remove the emplacement from the game.

  • Command Centre For each command centre a space station may perform 2 actions. A space station may not have more than two command centres

    • 1 token, no effect.

    • 2 tokens, command centre provides only one action.

    • 3+ tokens, provides no actions.

  • Sensor Array . For each sensor array a space station may perform one action

    • 1 token, no effect.

    • 2 tokens, no effect.

    • 3+ tokens, sensor array provides no actions.

  • Turbo Laser . Turbo lasers have a primary weapon value of two. Every space station must begin the game with at least one turbo laser. Turbo lasers begin the game facing in any direction.

    • 1 token, no effect.

    • 2 tokens, no effect.

    • 3 tokens, remove the emplacement from the game.

  1. Cost of Emplacements

  • Fuel tank Free (must be included with each hanger)

  • Cargo Container 3 pts

  • Shield Generator 8pts

  • Command Centre 8pts (no more than 2 per space station)

  • Sensor Array 5pts

  • Turbo Laser 6pts (at least one per space station)

End of the Game . To determine the victory points awarded to the attacker add up the true (card) value of all ships destroyed (launched or not) and the total cost of the station if it was destroyed. A station is destroyed if all of its turbo lasers are destroyed. The GS receives points for each attacking ship destroyed using the normal rules.

Edited by BenDay

seems to me that turbo lasers are a bit weak, 3 dice or 4 double agi would seem more thematic in my opinion, or let it equip hardpoint upgrades...

1 hour ago, CMDR Ytterium said:

seems to me that turbo lasers are a bit weak, 3 dice or 4 double agi would seem more thematic in my opinion, or let it equip hardpoint upgrades...

I found a trench run scenario online that did that, 4 dice double agility thing and played it a few times. It didn't click with me. I understand that two reds are no longer considered to be competitive, but last night when an A-Wing tried to buzz the tower... well it ended up just like in Return of the Jedi. But you'r right if you want to use the space station against meta lists you will probably want to buff the cannons.