Rakaydos's 2.0 Huge ship rules

By Rakaydos, in X-Wing Epic Play

Epic ships have an additional stat, using the Team slot icon. (the team slot is gone) This stat tells you how many Team tokens your ship has. A crew may be assigned (during the system phase) an action on the ship's action bar- that action is performed for EVERY crew that performs that action. Epic actions include Recover (1 shield regen or 1 ion removal), Calculate (like a droid- epic ships dont get the efficency of singleseat fighters), Coordinate, Epic lock (As many as you have crew, but that crew is then assigned to that lock- if that crew is reassigned, the lock falls off), Jam, Epic Reinforce (one of 4 arcs- front of ship (including corners), behind ship (including corners) and Flank Left and Flank Right. ), Epic Booster (1 straight, epic style), Reload, Rotate Hardpoint (for hardpoints that CAN rotate).

Hardpoints may have Team requirements to be fired (like energy in 1.0) while others may add a gunner slot that only applies to that weapon. And Cargo/system/configuration/Epic Crew upgrades may require Teams to be operated. (for instance, "Jammer array, if you assign a Team to this card, at the start of Engagement you may jam a ship at range 1-3") Criticals may remove teams from your ship.

The idea is that epic ships are a resource management game, and are slow to react. if a player wants to camp all 6 teams in a CR90s shields, they wont be firing well, but it'll be a pain in the *** to actually hurt them. You'd be better off killing something else that turn.

Hardpoints are assigned to individual arcs. They get the arc icon like smaller ships, then a hardpoint icon where the power would be. Reinforce works like in the base game, but must be assigned to one of the ...6?...8? fire arcs of an epic ship instead of an entire ship half.

Jam tokens each disable a crew of the attacker's choice, while Stress disables a crew of your choice. Green tokens granted to a huge ship must be assigned to a specific hardpoint. If you have more ion tokens than Teams, all teams become unassigned (including Locks, calculates and Reinforce, which drop their effects), except for teams Recovering, who can only recover ion iokens, not shields. If the ship still has more ion tokens at the end of the next system phase, the ship will perform a blue stop instead of revealing a dial. Ion tokens do not fall off huge ships without a recover crew action.

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Did I miss anything? Questions welcome.

Edited by Rakaydos

Quick edit to the ion rules, as I realized they didnt make sense.

I can see where you're going with the charges, I just feel like until we have official 2.0 it's easier and more consistent to just double the points on everything epic 1.0 and fly casual

5 minutes ago, Dabirdisdaword said:

I can see where you're going with the charges, I just feel like until we have official 2.0 it's easier and more consistent to just double the points on everything epic 1.0 and fly casual

Pah! When did "hard" stop homebrew?

28 minutes ago, Rakaydos said:

Pah! When did "hard" stop homebrew?

It's not hard. It's inconsistent, and while I see the charge based stuff you're kinda emulating it's adding new mechanics that are impossible to balance with the dozen or so people who use this sub.

I'm all for putting in work, but inconsistency is a killer for homebrew stuff.

With the reduction in 2.0 action economy I think the 1.0 epics are right in line and not suffering as hard when compared to the 1.0 days. The team/crew thing is used already by team, and crew so adds confusion to the whole process by having a crew stat unrelated to crew and team cards...

The list as to why this is the wrong direction to approach this from is long.

Edited by Dabirdisdaword

If this is the approach taken by the devs, Team upgrades wouldnt return. Realistically, most of them are obsoleted by the changes anyway- Gunnery, Ordinance and IG thug by the ship being able to Calculate, Engineering by the removal of Energy. Sensor team's effect can easilly be moved to a cargo or configuration slot.

Change: Each Reinforce action is applied to one of 4 arcs: Front (anything that draws line of sight to the front corners or front side, so basically everything in front of the ship), Rear (same, for rear corners), and Flank Left and Flank Right (which must be along side the epic ship or angled to miss the closest end of the ship, and so not draw shortest line of sight to any corner)

Capital weapons, instead of Missile or Cannon weapons, are calibrated for longer ranges but have difficulty hitting agile targets. A weapon with the Capital symbol (hardpoint icon) doubles the defender's agility,but does not have range modifiers

CR-90: Crew 6, Hull 16/16, Shields 8/5, 1 Turret Hardpoint, 4 Flank hardpoints, and the Recover, Reinforce, Rotate Hardpoint, Lock, Calculate, Coordinate and Engine Booster actions. Single Turbolaser is a Hardpoint weapon, 4 dice, range 3-5, Assign up to one team to this card to add 2 dice to this card's attacks.

Imperial Raider: Crew 6, Hull 16/16, Shields 9/6, 2 fore-corner arcs, 2 flank arcs, 1 front arc hardpoints, and the Recover, Reinforce, Lock, Calculate, and Coordinate actions. Missile Battery is a hardpoint slot that adds a front arc missile slot that treats the hardpoint fire arc as the missile's fire arc. If a team is assigned to the Missile battery card, it may perform the Reload action.

I like the idea as it’s very thematic but it seems very complicated to track. You would have 12 slots for actions (4 alone for reinforce) and then all the hard points. I would envisage each of these would need a card to track with tokens to track where your teams are positioned. Then, I assume, we still have the energy mechanic. It’s more like something that’d do well as part of an app for huge ships but I wouldn’t want an app as part of gameplay (although I welcome the official app for 2.0).

I do think huge ship actions could do with enhancement. They need something to help them now that X-Wing is returning the manoeuvring being more powerful something huge ships lack. OK what huge ships had Command Points. You would have a starting value, let’s say we’re on a Gozanti and it’s 3, and you can regenerate 1 per turn. Command Points would be very powerful, like the Force, but you’re also limiting what can be done. By spending a Command Point you could perform another action or perform the same action again. Instead of constantly doing more actions or constantly having better actions you have to make a choice of when to use these powerful commands and you don’t need to track where a team is allocated. This could lead to some interesting choices. Multiple reinforce tokens on one section? A bit like 2.0 Vader you might have an amazing turn but it’d take a while to recover. To me it would feel like the ship commander focussing attention and allocating back up resource to where it’s needed but in the heat of battle a commander can’t do everything and these resources become spent. Well those are my thoughts.

Paging @heychadwick he’ll love this thread

I was doing away with energy entirely, so at least that's 1 less thing to track.

Each example ship I gave had 5 or 6 possible actions each, plus those granted by upgrade cards. Crew allocation could be as simple as each epic providing a generic Recover card, Lock card, Calculate and Coordinate card to assign teams to, with the CR90 also having a card to rotate the hardpoint. It's more board clutter, but given that this is epic and the capital ships are going to be worth more of your list with the buffs, more tablespace per capital ship shouldnt be too much of a problem.

On 6/26/2018 at 2:22 PM, Rakaydos said:

Pah! When did "hard" stop homebrew?

Well there are so many other things to consider. One is Epic Turrets since 360 doesn't exist and people will complain that it is overpowered just like Zuckuss (even though they never played against them). So you got that ting to work out.

As far as Epic goes just stick to 1st edition it is fine. I mean what does 2nd edition have that 1st edition doesn't yet? That beaknosed falcon? 1st edition is the Epic format right now. I am certain that it will eventually cross over into 2nd edition but the best for now is patience. Let them cross over everything to 2.0, get the clone war factions then start converting the huge ships and Epic format. In the mean time 1st edition is good enough for epic games.

I think it's an interesting idea and might be fun to try out. Might be a bit complicated for the more casual gamer. I mean that maybe this is their first game and they aren't used to Avalon Hill and rules 5.7.3c (wind gauge).

I do think they need more actions, though.

4 hours ago, heychadwick said:

I think it's an interesting idea and might be fun to try out. Might be a bit complicated for the more casual gamer. I mean that maybe this is their first game and they aren't used to Avalon Hill and rules 5.7.3c (wind gauge).

I do think they need more actions, though.

I mean, I could just say "you get 6 actions and can take the same action multiple times." And certian crits say "you get less actions"

I think the important part, though, is that each action isnt quite as powerful as a fighter's action. Reinforce is 1 of 4 quadrants instead of 2, Target locks need to be maintained, Calculate instead of focus, and engine booster is straight instead of Boost's straight or bank.

On 7/1/2018 at 5:36 AM, Rakaydos said:

Calculate  instea  d of focus, and engine booster is straight instead of Boost's straight or b  an  k    . 

In a way these are buffs for huge ships as they don’t have focus or boost actions (excepting Engineering Team) at all so even a weaker variant is a good buff.