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Author Topic: X-Wing Heroes of the Aturi Cluster  (Read 38 times)
Adrian_Barnes
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« on: January 09, 2018, 09:12:48 pm »

I am planning on running a Heroes of Aturi Cluster campaign probably starting in around April (I was planning a short campaign which is 6-9 missions total)

In this campaign you will be flying a small group of ships against the imperials who will be flown according to the games AI. You will initially start in either an X-wing, Kihraxz or a Y wing with some upgrades and can either build your initial ship up or move to a more advanced ship with other options (more advanced ships may still be piles of junk just with more options).

This is using a slightly modified version of the 0.7 rules found at http://dockingbay416.com/campaign/ Unfortunately the documents are a bit big to post here.


The modifications that I am planning for the campaign are the following:

General experience for everyone is pooled between the pilots. This way all the people are building up at the same rate.

There will be experience gained for every three actions that are taken in support of another pilot in the game (generally this is when you give a token to an allied ship). This is to help people who want to build more supporting ships.

Twin Laser Turret is 8 XP to buy rather than six. – This is a balance issue as otherwise it is so much better than the other turret options, this takes it in line with other options.

As I stated earlier I have found sheets for the Scum Ships along with some of the newer ships. This will allow you to start with a Kihraxz or Scum Y Wing and eventually acquire other scum ships. If you take these options then you will gain access o the Scum pilot abilities instead of the rebel ones.

There are also sheets for the newer rebel ships but those may come into the campaign with more experience. (Some of them are very powerful).

If someone does want to use a larger ship eventually then remember that it may get a heightened imperial response.


As far as models for the campaign go you will need one ship for you along with your pilot. I can provide a number of the relevant ships but if you can provide your own ship that would help.
Initial ships will have a number of experience points for initial upgrades dependant on the ship in question. The X wing will have five experience, the Kihraxz will have six experience along with extra mod slots as it advances and either of the Y wings with eight experience. (The experience costs of upgrades will be the corresponding upgrades points costs in the game).

If people are interested in taking part then I would like to know what ship you want to start in along with who you pilot will be.

I will be getting lists of the various upgrades costs soon for people to consider what they want to fly. The pilot cards and rules will be up on dropbox shortly if needed.

If there is anything else I have forgotten then let me know and I can update it
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Pippa Peile
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Posts: 281



« Reply #1 on: January 12, 2018, 02:33:51 pm »

General experience for everyone is pooled between the pilots. This way all the people are building up at the same rate.

There will be experience gained for every three actions that are taken in support of another pilot in the game (generally this is when you give a token to an allied ship). This is to help people who want to build more supporting ships.
We had a look at the rules and this looked like a very key part of making it enjoyable so very glad to see you are pooling experience and encouraging support ships!

Count both of us in on the campaign.
We have a sizeable collection of ships between us, I will make a list for you so you know what we can supply if needed.
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Adrian_Barnes
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Posts: 105


« Reply #2 on: Yesterday at 09:03:29 am »

Thanks, I will get my ship list up soon also. There are also so many good rebel support skills that it would be a shame to penalise them in favour of kill things quicker skills.
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