Heroes of the Aturi Cluster (HotAC) is a fantastic cooperative fan-made expansion. It's just a pity how hopelessly outdated it is. I'm hoping to create a bit of a HotAC rules supplement to bring HotAC up to speed with the final pieces of X-wing 1.0. What I have so far is listed in a spoiler at the end of the post.
Have I missed any important, exploitable loopholes? Perhaps the A.I. is faulty in some circumstances? Are there any mechanics that you think would be a fun addition to the campaign?
Buffs to Support Weaponry
Almost all support abilities and weapons are awful at earning experience points. Ionised an entire group of TIEs with an Ion torpedo, causing them to fly away from the fight? Good for you, have a gold star. Here's some buffs to the various support weapons and crew.
Jamming and Jamming Tokens: just a bit of additional flavour and a slight buff to jamming weapons.
When an A.I. controlled ship receives a jamming token (and does not have a focus, evade or blue target lock token assigned to it) it will do two things. If it is in a formation, it will immediately break formation. Then, during its next 'determine target' step, if the ship still has a jamming token, the players may collectively decide the target of that ship for that turn, even if the target is not in that ship's firing arc.
After a ship performs an attack that assigns a jam token to the defender, they may gain 1 experience point.
Tractor Beams and Tractoring Ships: more flavour and another slight buff to experience point gain.
When an A.I. controlled ship receives a tractor beam token, it will immediately break formation if it is in a formation. If a ship with a tractor beam token overlaps an obstacle, it rolls 1 additional die when determining damage suffered from overlapping the obstacle.
After a ship performs an attack that assigns a tractor token to the defender, if that ship is moved by a tractor mechanic onto an obstacle, they may gain 1 experience point.
Ion Cannons and Ionising Ships: another slight buff and a load of flavour.
When an A.I. controlled ship receives an ion token, it will immediately break formation if it is in a formation. If an ionised ship would overlap another ship after executing a manoeuvre, it suffers 1 damage in addition to any other collision effects.
If a ship is ionised and overlaps a ship or obstacle when executing its ionised manoeuvre, the ship that ionised the overlapping ship receives 1 experience point. if an ionised ship flees the battle, the ship that ionised the fleeing ship receives 1 additional experience point.
Buffs to Support Abilities
Assigning Tokens to Friendly Ships: An outright buff - it makes no real sense as currently written, and is hard to track.
After a ship assigns a friendly ship a token, or grants an action that allows a friendly ship to assign itself one or more tokens, if that token is spent to change at least 1 die result, the ship that assigned the token receives 1 experience point.
If a ship's token is spent by another friendly ship (such as via Esege Tuketu's pilot ability) to change at least one die result, the ship that had the token assigned to it receives one experience point.
Granting Actions to Friendly Ships: Another outright buff - obviously the action is beneficial if it's being allowed by the ship performing the action.
After a ship grants an action to another friendly ship (such as via Squad Leader), the ship that granted the action gains 1 experience point if the ship that was granted the action could perform an action and is at range 1-3 of an enemy ship.
Modifying the Dice of another Ship: This is a nice buff for droids like M9-G8, where their effect on the game is often underestimated.
After a ship changes another friendly ship's blank or focus result to a hit or crit result, the ship that changed the die receives 1 experience point.
After a ship that is not defending against an attack changes an enemy ship's hit or crit result to a focus or blank result, the ship that changed the die receives 1 experience point.
Taking Damage in Place of a Friendly Ship: it used to be entirely unrecognised when you sacrificed yourself to save an ally. Now you get brownie points!
When a ship uses an ability to take damage in place of another friendly ship (via Draw Their Fire, Biggs, Selflessness, etc) the ship that took damage in place of another ship receives 1 experience point per hit or crit damage suffered, and an additional experience point for each face up damage card dealt because of taking this damage.
Increasing The Pilot Skill of Another Ship: another nice little buff for an outstandingly strong support ability.
When a ship uses an ability to increase the pilot skill of another friendly ship, and that ship performs an attack during the combat phase that was of higher pilot skill than their standard pilot skill, the player that increased that ship's pilot skill receives one experience point.
Adjusting Game Difficulty
Players may choose between four difficulty levels:
Rookie
- Tie Fighters have a pilot skill of one. Aces have a pilot skill equal to the average of all players pilot skills.
Veteran
- TIE Fighters have a pilot skill of 3. Aces have a pilot skill equal to the average of all players pilot skills.
Ace
- TIE Fighters have a pilot skill of 4. Aces have a pilot skill equal to the average of all players pilot skills, plus one.
Hero
- TIE Fighters have a pilot skill of 6. Aces have a pilot skill equal to the average of all players pilot skills, plus two.
Restricted Upgrades
The following upgrades are prohibited in the campaign:
Harpoon Missiles
Attanni Mindlink
Ruthlessness
Intelligence Agent
Veteran Instincts
Adaptability