Command Effects could influence movement timing as the command ship relays projected flight paths or other data to a friendly ship. Maybe one ship within range 1-2 could increase their PS by +2 for Movement only. This is a bit like Swarm Tactics but working in the Movement Phase.
CR90, kitbash?
Command Effects could influence movement timing as the command ship relays projected flight paths or other data to a friendly ship. Maybe one ship within range 1-2 could increase their PS by +2 for Movement only. This is a bit like Swarm Tactics but working in the Movement Phase.
I kind of like this idea. A different spin on the same top:
What if... Escort. At the beginning of the combat phase, two friendly ships within range 2 may have PS12.
Another option would be to use senator's shuttle rules and allow friendlies to give evade tokens.
Edited by Viceroy BoldaYes something like a special rule "escort" is a cool idea. Makes fighters assigned to defend the corvette have a role in defending them. Maybe special tokens are needed to show the fighters which are under the "escort" duties. Something to show the corvette is commanding them. Your suggestion sounds like that Hwk290 pilot Roark as this influences the combat phase (ie: these guys would be shooting first). The "protect" action is good for small ships but might not work for the huge ships.
Now I am also thinking about "probes" something that huge ships can deploy during the game and gain more information on ships. Of course these could also be shot at!
We play tested tonight. We discovered a few things. Each hit counting as two hits was too powerful for the turbo lasers.
We will play again soon but this is what we've come up with so far.
Hit points: 40. The ship will not suffer critical damage cards because most of them don't apply and keeping track of 20 critical damage cards is not fun. when the CR90 suffers a critical hit, it simply suffers two HP. I use a pair of twenty sided dice to keep track. If someone wants to gripe that the CR90 has shields and we are incorrect for calculating this way, fine. I will use one d20 for shields and the other d20 for hull. Happy? Now, shh.
A-wing dial.
No actions.
360 degree firing arc on a 5x9" base. Four turbo laser batteries fire 2d.
Special rules: Turbo lasers: when the target draws a critical damage card it must draw two critical damage cards! Small ships get +1 agility against turbo lasers.
Zero agility when defending at range 1-2. 1 agility when defending at range 3.
I looked for special abilities in the existing FFG decks. This is what I came up with..
PS 2: 80 points
PS 4: 86 points. 2 friendly ships in range 1-3 may shoot at PS12.
PS 6: 90 points. 2 friendly ships in range 1-3 may acquire a free target lock.
PS 8: 92 points. Friendly ships within range 1-3 may reroll blanks.
The PS 8 ability is from Howlrunner. I'm not sure it costs enough. I basically took the elite pilot skill cost, subtrated the lowest cost for that model of ship, then doubled the sum, then added the sum to the base PS2.
PS 4 is from Roark. PS 6 is from Dutch.
Edited by Viceroy BoldaA wing dial....jeez. I would of thought shuttle dial would be more accurate. Other than that sounds like a hoot.
I just realized that Howlrunners ability is only for range 1. I changed the PS 8 to say range 1-2.
I chose Awing because I wanted the "5" forward. After all, it is a blockade runner.
Thanks.
:-)
Edited by Viceroy BoldaMaybe it should be called a "Blockade Gunner" instead...
I am sure when we get the Epic rules there will be a special Critical Hit Deck and other ideas. I think the Huge ships with 2 large bases will just use their front large base for movement as normal. They will probably just use speed 1 templates as these can probably fit in the gap inbetween the bases.
Can Turbolasers use focus? I think they probably should not and be treated like a secondary weapon for range modifiers. I like the extra agility for small ships but not sure on the 2 crits. Maybe just on a crit deal 2 damage automatically?
Maybe it should be called a "Blockade Gunner" instead...
I am sure when we get the Epic rules there will be a special Critical Hit Deck and other ideas. I think the Huge ships with 2 large bases will just use their front large base for movement as normal. They will probably just use speed 1 templates as these can probably fit in the gap inbetween the bases.
Can Turbolasers use focus? I think they probably should not and be treated like a secondary weapon for range modifiers. I like the extra agility for small ships but not sure on the 2 crits. Maybe just on a crit deal 2 damage automatically?
No sir, we didn't want the guns to have any actions. So, no focus. We initially played the big ships with auto-focus, so all eyes would turn to hits. The result was a very powerful WMD. Fighters can't always spend focus tokens while firing because of defense spending and red maneuvers, so we canned all actions for biggies.
Because they are "turbo" lasers, we thought they should cause extra damage if they hit. The crits only count as two after the shields are penetrated. My buddy played Chewie and he had four crit cards by the end. One of his Awings came in range 1. I rolled three crits, he rolled all blanks. The Awing was pulverised! RIP Tycho. Usually though the small ships evade turbo laser shots altogether. Crits to the hull aren't that frequent, so when they do happen in this scenario, it is exciting!
Because the corvette doesnt draw crit cards, all critical damage that it sustains count as two.
We put the movement templates on front of the ship, place a token at the end of the template, and move the ship up to the token.
Edited by Viceroy Bolda