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Valhawk
Dec 15, 2007

EXCEED CHARGE
https://www.youtube.com/watch?v=jmnuMFsAAKE



Heroes of the Aturi Cluster is a co-op campaign for the X-Wing Miniatures Games, and Battlestar Pallas is a campaign created using the HOTAC system. The campaign is centered around a 4 person squadron based out of a Gonzanti carrier through three 10 mission seasons. It expands on the base X-Wing game adding a variety of new upgrades, including alternate versions of X-Wings, A-Wings, and other rebel craft that unlock over time.

I’m looking for 3 other players to join me as we play through this campaign. The game will played in the excellent Tabletop Simulator which has a variety of great X-Wing modules, but perhaps most importantly for this, a HOTAC/Pallas module which automates the enemy AI. The plan is to play one mission a weekend, and use the thread for RP and for people to handle upgrades and other bookkeeping. Roleplaying will definitely be strongly encouraged. Prerequisites are having Tabletop Simulator, and preferably a microphone to allow for voice chat. Previous experience with the X-Wing miniatures games is not required.

Applications will be pretty straightforward consisting of:

Name - That’s pretty self-explanatory.

Description or Picture - What does your pilot look like, having a picture is strongly preferred.

Backstory - Who is your character, how did they come to be involved with the Rebellion, and how did they end up way out in the Aturi cluster. Please keep in mind at the start of the game, we’ll all be trainees on our final training flight, so no ex-Imperial admirals or fighter aces, etc.

Ship: From the list below selecting a starting ship, and equip it. Your starting XP is determined by your ship, and the XP cost chart and restrictions can be found below.

Fill out the doodle with the times you’d be available. Please use your SA username as the name so I can keep track of who’s available when. Also, select all of the 30 minute chunks you’d like to be considered available for, not just your preferred start time. I’d estimate most missions will take between 1.5 to 2 hours to fully play out.

If you have any questions, you can PM me or ask me on #ohgod on discord. Applications will be open until Sunday evening, at which time I’ll make picks.

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Valhawk
Dec 15, 2007

EXCEED CHARGE
Starting Ship:
Select one of the following ships:

Fighters:
X-Wing

Starting XP: 5
Attack: 3
Evade: 2
Hull: 3
Shields: 2

Actions: Focus, Target Lock, Protect, Recuperate
Starting Upgrade Slots: Astromech, Torpedo, Modification, Title

The most iconic ship of the rebellion. The X-Wing is a decent all-arounder that in the base game tends to be a jack of all trade master of none, a poor choice compared to more specialized ships. However, the upgrade system of HOTAC especially combined with the significant amount of support the Pallas Campaign gives X-Wings allows them to be made into formidable ships indeed. Not as fast or agile as lighter ships like the A-Wing the X-Wing instead has increased survivability and damage output. Also, it has the astromech upgrade slot. Astromechs are great, full stop. The downside is that until you can really get up and running, you’ll definitely be bagged by the jack of all trades master of none problem.

A-Wing

Starting XP: 10
Attack: 2
Evade: 3
Hull: 2
Shields: 2

Actions: Focus, Target Lock, Boost, Evade, Protect, Recuperate
Starting Upgrade Slots: Elite Talent, Modification, Missile

The front-line interceptor of the Rebels, the A-Wing is a specialized anti-fighter machine. Highly maneuverable, the A-Wing can really burn across the map, and with the extra Talent slot at the start, there are a wide variety of build options for the aspiring A-Wing pilot. That being said, you won’t hit as hard as an X-Wing, and while the 3 evade will help reduce the amout of damage you take, pretty much all direct hull/shield regen abilities are tied to astromechs which you won’t have.

Attack Shuttle

Starting XP: 8
Attack: 3
Evade: 2
Hull: 2
Shields: 2

Actions: Barrel Roll, Focus, Evade, Protect, Recuperate
Starting Upgrade Slots: Turret, Crew, Modification

The Attack Shuttle, also known as the Phantom from Star Wars: Rebels is an odd little ship. Sitting somewhere between an A-Wing and X-Wing, the crew slot allows for a number of interesting builds. However, the real reason to pick the shuttle is the turret. In the 1.0 version of the X-Wing miniatures game that HOTAC uses turrets are extremely powerful. Able to fire 360’ with a wide variety of effects, turrets dominated the meta for a quite a while. However, the thing to keep in mind with the Attack Shuttle is that it’s got the A-Wing’s durability without its evasiveness, so if you plan to use it make sure you stay out of the enemy’s arc as with only 2 health and 2 shields, you won’t be able to stand up to much concentrated fire.

Auzituck Gunship

Starting XP: 1
Attack: 3
Evade: 1
Hull: 6
Shields: 3

Actions: Focus, Reinforce, Protect, Recuperate
Starting Upgrade Slots: Crew, Crew, Modification

An anti-slaver gunship built by the Wookies the Auzituck is sort of an odd duck. With a full 180’ weapons arc, it has a pretty wide range, it’s also one of the few ships with the Reinforce action which lets you reduce the amount of damage you take in. The Auzituck also has a sort of odd movement dial, as it’s one of the few small-base ships without any 180’ turn action, though it does have a red speed 0 move. It’s a bit of an odd-ball of a ship overall.

ARC-170

Starting XP: 4
Attack: 2
Evade: 1
Hull: 6
Shields: 3

Actions: Focus, Target Lock, Protect, Recuperate
Starting Upgrade Slots: Torpedo, Crew, Astromech

A carryover from the days of the Grand Army of the Republic, the ARC-170 was the Republic’s primary fighter craft for the latter part of the Clone Wars. This ship is fairly slow, but it does have an astromech slot and perhaps more importantly a front and rear firing arc. While not as good as a turret, being able to shoot behind you does undeniably add some flexibility to your tactics. The trade-off is that it’s fairly slow, and not the most maneuverable ship out there.

Bombers:
Y-Wing

Starting XP: 8
Attack: 2
Evade: 1
Hull: 5
Shields: 3

Actions: Focus, Target Lock, Protect, Recuperate
Starting Upgrade Slots: Astromech, Torpedo/Bomb, Torpedo/Bomb, Turret, Modification

The Rebellion’s classic bomber, and a carryover from the Clone Wars. The Y-Wing is in an interesting position. It’s slow, and fairly light in shields for a heavy attack ship. It makes up for it by having lots of hull, an astromech slot (have I mentioned yet that astromechs are great, because they are), and a turret. Often compared to the B-Wing, besides the turret (which to reiterate are extremely powerful in 1.0) the main difference is the fact that the Y-Wing can actually carry bombs and mines. Now, bombs can be extremely powerful, but they tend to be very high skill, so keep that in mind if you’re planning on picking this ship.

B-Wing

Starting XP: 4
Attack: 3
Evade: 1
Hull: 3
Shields: 5
Actions: Focus, Target Lock, Barrel Roll, Protect, Recuperate
Starting Upgrade Slots: System, Cannon, Torpedo, Torpedo, Modification/Crew, Title

The more fighter-like of the bombers, the B-Wing is also the only bomber that can’t actually equip bombs. Instead, you can think of it sort of as a very heavy fighter. With two torpedo slots, a cannon, and a decent attack stat, the B-Wing can drop some serious damage on people. It's high shields mean it can take a few hits and keep on going, but its low evade means you really should avoid taking shots.

Scurrgh H-6

Starting XP: 1
Attack: 3
Evade: 1
Hull: 5
Shields: 5
Actions: Focus, Target Lock, Barrel Roll, Protect, Recuperate
Starting Upgrade Slots: Turret, Torpedo, Missile, Crew, Bomb, Bomb, Modification, Title

The H6 is the creme de la creme of numbers on this list. High health, lots of upgrade slots, a turret, and decent dial for a bomber. As one of the protagonist ships from the old Star Wars: Starfighter game it makes sense that this thing is a beast. It's big downside is that you start with virtually no XP for upgrades. Which means for the first few missions you’ll be flying this thing pretty much blank.

Support Ships:

HWK-290

Starting XP: 10
Attack: 1
Evade: 2
Hull: 4
Shields: 1
Actions: Focus, Target Lock, Protect, Recuperate
Starting Upgrade Slots: Crew, Crew, Turret, Modification

The HWK-290 Light Freighter is a fast small cargo ship. Lightly shielded and with limited mobility, the HWK is primarily a support craft. With the right upgrades and crew, it is capable of assisting more combat capable vessels by providing additional focus and other helpful effects. Though its forward weapons are underwhelming, the addition of a turret allows for a degree of flexibility as the 360’ firing arc of most turrets means it can hit enemies from any direction.

U-Wing

Starting XP: 3
Attack: 3
Evade: 1
Hull: 4
Shields: 4

Actions: Focus, Target Lock, Protect, Recuperate
Starting Upgrade Slots: Crew, Crew, System, Torpedo, Modification, Title

The Rebel’s primary light troop transport, the U-Wing is in some ways a bigger and beefier version of the HWK. It lacks the HWK’s maneuverability, and more importantly its turret, but it can also carry torpedoes and has the very good system slot. This ship is primarily tilted towards supporting other ships, though it’s probably not the best ship to start with, as until you buy the upgrades to facilitate that support it’s not going to really distinguish itself as a combat ship.

Valhawk fucked around with this message at 04:29 on Sep 25, 2018

Valhawk
Dec 15, 2007

EXCEED CHARGE
Upgrades:

Pallas, like HOTAC has upgrades that work a bit differently from vanilla X-Wing. Pilot Skill acts as your level, giving you more slots and allowing you access to better talents. Pallas adds a variety of new skills, but it also adds some restrictions.

  • In Season 1 PS can’t go higher than 4.

  • Astromechs: No R7-type Astromechs in season 1. You need to win three missions with a generic Astromech before being allowed to buy a unique Astromech.

  • Crew: No unique Crew priced 5 or higher in Season 1.

  • Elite Pilot Talents: No upgrades priced 3 or 4 in Season 1.

  • Missiles: No Missiles priced 4 or higher before three missions were won with Missiles costing 3 or lower.

  • Torpedoes: No Torpedoes priced 4 or higher before three missions were won with Torpedoes priced 3 or lower.

  • Turrets: No Twin Laser Turrets before Season 2.

  • Predator always only grants one reroll, independent from enemy pilot level. It is not purchased. Instead, keep track of your kills. Once you shot down five enemy ships of one type (TIE Fighter, TIE Interceptor, TIE Bomber, …), you are considered an Ace and gain Predator for this ship type. Mark it in the corresponding box on your character sheet.

New Upgrades:

Title:
S-Foils (Closed) (0) - X-Wing Only. Dual Card. Action: Flip this card. You cannot attack. After executing a maneuver, performing a white 2-Straight maneuver. You can equip other titles.

S-Foils (Open) (0) - X-Wing Only. Dual Card. Action: Flip this card.

Gyro Stabilization System (1) - B-Wing Only. If you have 2 Stress or less, you may perform red maneuvers and the Barrel Roll action normally.

Gyroscopic Cockpit (0) - B-Wing Only. If you execute a 1-speed maneuver, you may rotate your ship 90 degrees. Then add 1 Stress token.

Crew:
*MK-09 (1) - Once per turn when you receive an ion token or a weapons disabled token, you may receive 2 stress tokens instead.

Turret Gunner (3) - Limited. When attacking with a Turret at Range 1-2, reduce the target’s agility value by 1. After performing this attack, you cannot attack again.

*Hondo Ohnaka (1) - Your upgrade bar gains the Illicit Cargo icon, you cannot equip more than 1 of the same Illicit Cargo upgrade cards.

*K-2SO (3) - While you have 3 or less stress tokens, stress tokens do not prevent you from taking focus, evade, or target lock actions.

*Saw Guerrera (3) - Once per turn, when defending, you may add a Critical Hit to the attacker’s roll. If you do so, the attacker suffers 1 damage.

*Wedge Antilles (3) - When attacking a ship inside your firing arc, if you are not in that ship’s primary firing arc, that ship may not spend focus or evade tokens.

Rebel Tech Expert (1) - When attacking, if you have a target lock on the target, you may reroll 1 die.

*Lieutenant Blount (3) - At the start of the Combat Phase, you may acquire a target lock on an enemy ship at Range 1.

*Eaden Vrill (3) - One per round, when defending, if the attacker modifies 1 or more attack dice, you may immediately assign an evade token to your ship.

Modifications:
Improved Barrel Roll (8) - Small Ship Only. When performing a Barrel Roll action you may use the 1 bank template.

Improved Boost (10) - When performing the Boost action, you may use the 1 Turn templates.

Additional Shield Generator (2) - Limited. At the beginning of the combat phase receive one “Weapons Disabled” token. Then recover 1 shield.

Chaff (1) - When defending against a Torpedo or Missile secondary weapons attack, you may discard this card to add 1 Evade to your defense roll.

Divert Power (Shields/Weapons) (2) - Y-Wing Only. Dual Card. When defending you may change 1 Focus result to an Evade result / When attacking with your primary weapons, you may change one Focus result to a Hit result. At the end of the End Phase you may flip this card.

Target Lead Indicator (2) - You may skip your Perform Action step during this round. If you do, you may perform an action immediately before you perform your first attack of the Combat Phase.

Tech Upgrade (2) - Your ship gains the Tech slot.

Reinforced Frontal Deflector Shields (2) - Small or Large Ship Only. Before the Roll Defense Dice step, if the attacker is in your front arc, you may roll up to two additional dice. You cannot roll more than 4 total green dice with this ability. You can only use this ability if you have at least one shield.

Gimballed Thrusters (1) - Small Ship Only. After executing a 4- or 5-straight maneuver, if you did not overlap an obstacle or ship, you may perform a free barrel roll action. You can equip this card only if you have the Evade action.

Systems:
Backward Sensor (3) - At the beginning of the combat phase receive one Weapons Disable token. Then perform one free action.

Gimballed Cannons(4) - A-Wing Only. When you declare the target of your attack, if you have them Target Locked, you may remove one of their evade tokens. You may not spend your Target Lock during this attack.

Integrated Comms/Jamming Package (2) - At the beginning of the End Phase, you may select a friendly ship at Range 1, and tranfer a stress token from that ship to this card. Once per round, after an enemy ship at Range 1 executes a manuver, you may transfer a stress token from this card to that ship.

Improved Targeting Software (2) - When attacking you may spend a target lock you have on the defender to cancel one of the defender’s Evade results.

Sensor Scrambler (2) - When this ship is defending against a missle or torpedo weapons, you may roll 2 extra defense dice, and friendly ships at range 1 of you may roll 1 extra defense die.

PK-8F Analysis Grid (2) - B-Wing Only. When attacking with your primary weapon, if the defender has a hull value of “4” or greater, you may roll 1 additional attack die.

Tibanna Synthesizer (1) - When attacking at range 3 with your primary weapon, you must change all of your Critical Hit results to Focus results. When attacking at range 1 with your primary weapon you may change one Blank result to a Focus result.

Tech:
Blaster Cannon Synchronizer (3) - X-Wing Only. You may perform your “Modify Dice Step” after the defender’s “Modify Dice Step”.

Evade Thruster (3) - When defending, if you have a target lock on the attacker, you may reroll up to one of your blank results.

Electromagnetic Gyros (3) - Gain the 3 Tallon Roll maneuver. You can only equip this card if you have access to the 3 turn maneuvers and they are not red.

Ps-6 Engine Upgrade (3) - Gain the 3 Seignor Loop maneuver. You can only equip this card if you have access to the 3 bank maneuvers and they are not red.

Precision Blasters (1) - After you perform a primary weapon attack that does not hit, if the defender cancelled any Hit or Critical results, remove 1 shield token from that ship. You cannot equip this card if your primary weapon value is 3 or higher.

RZ-2 Engine Upgrade (4) - A-Wing Only. Action: Perform the maneuver you selected on the maneuver dial. Gain two Stress and one Focus token.

Underslung Blaster Cannon (3) - Attack: you may perform this attack before performing your first primary weapon attack of the turn (even on a ship outside your firing arc), then perform your primary weapon attack. Range 1, Power 2.

Illicit Cargo:
*Fake Transponder Codes (2) - Your ship cannot be declared as the target of an attack until you perform an attack, touch an enemy ship, or are the only remaining friendly player.

Discord Drones (2) - At the start of the Combat phase, you may discard this card. If you do, until the end of the Round, all damage cards dealt to enemy ships at Range 1 are dealt faceup.

Overclocked Blaster (1) - When attacking with your primary weapon, you may add one Critical result to your roll. If you do, suffer one Critical hit.

Astromech:
*R4-M4 (1) - When a secondary weapon instructs you to discard a target lock token, you may instead choose to keep it. If you do, assign your ship a stress token.

R6 Astromech (1) - When defending, you may cancel 2 blank results to add 1 Evade result.

*R3-S1 (1) - When dropping a bomb token, you may place one end of the template against the left or right side of the ship’s base. The template cannot be placed beyond the front or back edges of the base.

*R2-BHD (2) - After you perform a target lock, you may perform a free focus action.

*R3-M2 (2) - You may maintain 2 target locks on the same ship. When you aquire a target lock on a ship inside your firing arc, you may aquire a 2nd target lock on that same ship.

*”Catch” (2) - When defending from a secondary weapon, you may change 1 blank defense dice result to an Evade result.

Missile:
Infrared Flares (1) - Attack: Discard this card to perform this attack. For the remainder of the round, every Hit or Critical rolled in this attack adds one agility against torpedo and missile attacks. Range: N/A, Power: 3

Turret:
Slug Cannon Turret (5) - Attack: Attack 1 ship (even outside your firing arc). If this attack hits, deal 1 facedown damage card to the defender. Then cancel all dice results. Range: 1-2, Power: 3.

XP Cost:

Raising Pilot Skill = 2 x New PS Rating.

Upgrades (excluding Elite Pilot Talents) = Point cost listed on the upgrade card.

Elite Pilot Talents = 2 x Point Cost listed on the upgrade card.

Pilot Abilities = PS of the Pilot Card

Valhawk fucked around with this message at 00:50 on Oct 1, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

Interest post.

Rhjamiz
Oct 28, 2007

Name - Vraska

Description or Picture


Backstory - Though Vraska's life may have led him to the Aturi Cluster, and though he may have volunteered to fight the Empire as a member of the Rebel Alliance, one shouldn't be fooled into thinking that Vraska is somehow unlike other Trandoshans. He grew up on his father's Slaver Transport, learning the ways of the Hunt until he was old enough to undertake his own Rite of Passage. Vraska had always been deeply religious, and his capture by Imperial patrols while smuggling slaves through the Aturi Cluster without a permit infuriated him. He spent 2 years on a Penal Transport, nullifying his accumulated Jagannath points. His life's accomplishments wiped out, Vraska signed on with the Alliance in order to re-earn his place in the afterlife. Imperials pilots were fearsome and worthy prey, after all.

Ship: A-Wing!

A-Wing (10xp)
Mod: Tech Upgrade (2xp)
-Tech: Underslung Blaster Cannon (3xp)
Missile: Concussion Missiles (4xp)

(1xp remaining)

Rhjamiz fucked around with this message at 04:50 on Oct 1, 2018

BR0ME0
Apr 6, 2010
Name - B5-LY (Bosley)

Picture


Backstory
B5-LY is a classic case of what happens when people of questionable morals go too long without wiping their droid.

After spending nearly a decade running with a smuggling crew on the outer rim, B5's old crew tried to sell him off when the Imperials began cracking down on illicit cargo runs in the nearby systems. Betrayed and indignant, B5 made the decision to take his chances on his own, stealing a small shuttle and spending the next few months taking odd jobs across the rim.

Eventually, B5 began realizing that without a crew and new skills, his odds of surviving this harsh galaxy were approximately 7,684,321 to poo poo. While scanning job boards at an out of the way port, he overheard whispered rumors of the Rebel Alliance looking for new recruits to train to pilot starfighters in their fleet.

After calculating the risk/reward of acquiring access to military ships and training with teammates likely to have strong moral ethics against betraying and selling their squad-mates for financial gain, versus taking on the Empire, B5 concluded that the most logical choice was to roll the random number generator and sign on with the Rebellion


B5-LY
Pilot Skill: 4
Current Ship: B-wing


Upgrades:
Gryoscopic Cockpit (title)
HLC (Cannon)
Kyle Katarn Crew (Crew/Mod)
Reinforced Frontal Deflectors (Mod)
Improved Barrel Roll (Mod)
Advanced Sensors (System)
Fire Control System (System)
Imprv Targeting SWare (System)
Push The Limit (EPT)
Crackshot (EPT)
Ion Torpedos (Torpedo)
Proton Torpedos (Torpedo)
Adv Proton Torpedos (Torpedo)
Adv Proton Torpedos (Torpedo)

Predator (Tie Fighter)
Predator (Tie Interceptor)

XP Log
pre:
Description:	Change	Current XP
Flying School	+5	5
Covert Ops 	+15	20
PS to 3      	-6	14
Crackshot 	-2	12
Mission 3 	+3	15
PS to 4     	-8	7
Bwing exp	 +4	11
HLCannons 	-7	4
Crew/Mod Hera	-1	3
Adv. Sensors	-3	0
Mission 4	+10	10
REFUND HERA	+1	11
Crew/Mod Katarn	-3	8
R. Frnt Dflctr	-2	6
Plasma Torps	-3	3
Plasma Torps	-3	0 
REFUND P. Torps	6	6
Mission 5	16	24
Pallas Upgrades	-8	14
Mission 6	12	26
Ion Torps	-5	21
Proton Torps	-4	17
Adv Prot Torps	-6	11
Adv Prot Torps	-6	5
Mission 7	26	31
Mission 8	8	39
Mission 9	8	48
Mission 10	17	65
Upgrade to PS5	-10	55
Upgrade to PS6	-12	43
Push The Limit	-6	37
Imprv BRolll	-8	29
FC System	-2	27
Imprv TSWare	-2	25
S2E1 EXP	22	47
DL Turret	-5	42
Eng Team	-4	38





BR0ME0 fucked around with this message at 17:34 on Dec 23, 2018

Valhawk
Dec 15, 2007

EXCEED CHARGE
Hilariously, it looks like Rhjamiz and BR0ME0 have managed to pick opposite time availability slots. In an attempt to find a time when everyone is available, how does 7pm EST on Mondays or Tuesdays sound?

Also, as a preview, here's what the first mission briefing will look like:
https://www.youtube.com/watch?v=9Dq3PeMwkPg

BR0ME0
Apr 6, 2010

Valhawk posted:

Hilariously, it looks like Rhjamiz and BR0ME0 have managed to pick opposite time availability slots. In an attempt to find a time when everyone is available, how does 7pm EST on Mondays or Tuesdays sound?

Also, as a preview, here's what the first mission briefing will look like:
https://www.youtube.com/watch?v=9Dq3PeMwkPg

Dang. I bartend, so I usually work nights. I could possibly do mondays, or a bit later on saturdays, but I usually have to be in by 5-6pm

I could do most any day morning/afternoon though across the week

Rhjamiz
Oct 28, 2007

I work 8am-5pm Tues-Sat, Central time.

BR0ME0
Apr 6, 2010
Would Monday work this week, and we can go from there?

Valhawk
Dec 15, 2007

EXCEED CHARGE
Sure. I work Monday through Friday 9-5 Eastern so itd have to be in the evening.

BR0ME0
Apr 6, 2010
works for me this week!

LLSix
Jan 20, 2010

The real power behind countless overlords

Monday works for me. I get home a few minutes after 6pm Chicago time.

found a list of movement dials: http://xwing-miniatures.wikia.com/wiki/Compare_Ship_Maneuvers

LLSix fucked around with this message at 03:37 on Sep 29, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

Crevette



Angered by the orbital bombardment and subsequent occupation of his floating city on Mon Calamari as a child Crevette burned with a violent hatred of the Imperials that was most unusual for his previously peaceful species. Even before his planet officially joined the Rebellion, he stowed away on a freighter to join up. There, he found that the same natural talents that had made his mother an interstellar dance sensation made him a persistent dogfighter and the Rebellion soon trusted him with one of their all-too-few X-Wings.

Ships
Scurrgh H-6
EPT1: Jess Pava
EPT2: Sabine Wren
Turret: Twin Laser Turret 6xp
Torpedo: Proton Torpedoes 4 xp
Missile: Harpoon Missiles 4xp
Crew: Sabine Wren 4xp
Bomb from sabine Wren: Cluster Mines 4xp
Bomb: Bomblet Generator 3xp
Bomb: Bomblet Generator takes 2 slots
Title: Don't want one
Modification: Extra Munitions 2 xp
Modification PS4: Reinforced Frontal Deflector Shields 2 xp
Modification PS6: Guidance Chip 0 xp
Tech/System 1 PS6: Trajectory Simulator 1 xp
Tech/System 2 PS6: Improved Targeting Software 2xp (From Pallas: spend a target lock to cancel one of the defenders evade results)

In Storage
Seismic Torpedoes
Ion Cannon Turret

Ship: first time playing but probably an x-wing named Jock Tartar.

X-wing mods 3 spent/5 total
Reinforced Frontal Deflector Shields (2) - +2 defense dice (max 4) against frontal attacks while shielded
R6 Astromech (1) - When defending, you may cancel 2 blank results to add 1 Evade result.
S-Foils(0) - because why not
Plasma Torpedoes (4)

I don't think there's anything else I can afford that I can equip except Seismic Torpedo which probably aren't worth it so I'll bank them for a probable future plasma torpedo upgrade since the Rebellion won't trust me with the good stuff until I prove I can handle it. Same reasoning for R6 instead of R2-D2. Open to suggestions on alternate load outs I should consider instead.

What's the Recuperate action? I haven't been able to find it in the campaign PDF or anywhere else.

pre:
Description:	 Change	 Current XP
Flying School	 +0	 0
Covert Ops	 +11	 11
PS to 3		 -6	 5
Jess Pava        -3      2  
Mission 3        +3      5
X-Wing           +5      10
Reinforced Frontal Deflector Shields -2     8
R6 Astromech     -1      7
Plasma Torpedoes -3      4 
Mission 4        +9      13
ACT65 X-Wing Unlock -7   6
Mission 5        +12     18
PS4              -8      10
Plasma>Proton T  -1      9
Guidance Chips   -0      9
Pallas DLT       -3      6 (Pallas contributed 2 xp)
Pallas Gunnery T -4      2
Pallas TL        -2      0
Mission 6        +12     12
Pallas Upgrades  -8      4 (Backup Shield Generator, Energy+1, Energy+1)
Mission 7        +24     28
Mission 8        +10     38
Mission 9        +8      46
Pallas Upgrades  -20     24 (Opt.Gennie, Energy+1, Energy+1, Energy+1)
Mission 10       +13     37
pre:
Description:	     Change	 Current XP
Season 1	       +0  	 37
PS 5                   -10       25
PS 6                   -12       13
Snap Shot              -4        9
Fire Control System    -2        7
Improved Targeting S.  -2        5 (Pallas card - spend TL to cancel an evade)
Seismic Torpedos       -2        3
Mission 1	       +9  	 12
Sell Snap Shot         +4  	 16
Sabine Wren            -5        11
Sell FCS & ITS         +4  	 15
Underslung Blaster Cannon -3  	 12
Accuracy Corrector     -3  	 9
Mission 1	       +9  	 18
Mission 2	       +9  	 27
Mission 3	       +29       56
Special Mission 1      +15       71
Mission 4	       +7        78 X-wing Jock Tartar destroyed by tie interceptor and phantom
Scurrgh H-6	       -5  	 73
Le Longue Vue	       -37       36 Scurrg h-6 build
Mission 5	       +17       53
Ion Cannon Turret      -5        48
Jess Pava PS 3, xp 3 - When attacking or defending, you may reroll 1 of your dice for each other friendly ship at Range 1.
Reinforced Frontal Deflector Shields (2) - +2 defense dice (max 4) against frontal attacks while shielded


Astromech missions 3+
Torpedo missions 3+

LLSix fucked around with this message at 21:18 on Feb 10, 2019

BR0ME0
Apr 6, 2010
we good for 7pm EST / 6pm chicagoland time tomorrow?

Any idea how long this session will run for? Might have to head our around 8pm chicagotime

Valhawk
Dec 15, 2007

EXCEED CHARGE

LLSix posted:

What's the Recuperate action? I haven't been able to find it in the campaign PDF or anywhere else.

It's unique to the Pallas Campaign.

"All ships have access to the Recuperate Action. Some upgrade cards like 'Crackshot' that are not ordnance are to be discarded after use. All such cards are not discarded but turned face-down. They can be refreshed by spending a Recuperate Action on them. Only one card can be refreshed per Recuperate Action taken."


BR0ME0 posted:

we good for 7pm EST / 6pm chicagoland time tomorrow?

Any idea how long this session will run for? Might have to head our around 8pm chicagotime

Yep. I expect it'll probably run 1.5 to 2 hours.

I'll post my character shortly.

Valhawk
Dec 15, 2007

EXCEED CHARGE
Aran Jinn



Jinn Interstellar, it was a name that was once well known in the Aturi Cluster. It wasn’t a large firm, but it was well liked by many there for its dependability and reasonable rates, and had been a standby in the Cluster for generations. Aran Jinn was once the scion of the Jinn family, growing up on various freighters and transports visiting every world of the Cluster, or at least their starports on almost every world over the course of his childhood. However, the rise of the Empire proved to be the undoing of the Jinn family. A successful alien lead firm was something the local imperial moff would not tolerate. Slowly but surely he started to try and squeeze Jinn Interstellar out of business. The Jinn’s tried there best, but the “random” inspection, increased tariffs and discriminatory routing slowly started to eat away at their business. This went on for years, with Aran becoming a man suffering under the increased stress and frayed emotions that comes from a family that is having it’s livelihood and future robbed before its eyes. Aran’s relationship with his parents soured under the pressure of it all.

The slow death of the Jinn’s had been entertaining for the Moff, but in the end it wasn’t quick enough for his taste. He managed to drum up a charge of treason against the Jinn’s, forging evidence that they had been supply arms to rebel groups. All of the family’s assets were seized, with Jinn and his parents barely escaping an imperial raid in one of their last remaining freighters. Imperial forces pursued them for weeks, finally cornering them at a remote refuelling station. When all seemed lost, Aran’s parent’s pushed him into an escape pod, and rammed the imperial cruiser that was leading the attack force.

Aran survived, but the Empire had taken everything from him. It was natural, then, that as soon as he was sure he’d escaped his pursuers he used whatever contacts and good will the Jinn name had left to get in contact with the Cluster’s Rebels. He joined up immediately, and based on his history and aptitude tests he was marked as a pilot candidate, an assignment he took up eagerly. He would make the Empire pay for what it had done to his family, and he would make drat sure it never had to happen to anyone else.

---

Aran Jinn
Pilot Skill: 4
Current Ship: H-6 Bomber
pre:
Turret:			Autoblaster Turret
Torpedo:		Proton Torpedo
Missile:		Cluster Missiles
Crew:			N/A
Bomb:			Bomblet Generator
Bomb:			N/A
Modification:		Guidance Chip
Title:			"Havoc"
|System:		Accuracy Corrector
|Astromech:		R2-D2
Elite (PS3):		Crack Shot
Modification(PS4):	Extra Munitions
Hangar:
X-Wing - Stolen

Unequipped Upgrades:
Modification: Servomotor S-Foils

XP Log

Season 1
pre:
Description:			Change	Current XP
Flying School			+0	0
Covert Ops			+8	8
PS to 3				-6	2
Cool Hand			-2	0
Escape				+2	2
X-Wing Starter			+5	7
Servomotor S-Foil		-0	7
Plasma Torpedo			-3	4
R2 Astromech			-1	3
Deadeye				-2	1
Meeting				+2	3
Arms Race			+13	16
Buy H-6				-5	11
Plasma Torpedo			+3	14
R2 Astromech			+1	15
Cool Hand			+2	17
Deadeye				+2	19
Autoblaster Turret		-2	17
Proton Torpedo			-4	13
Cluster Missiles		-4	9
R2-D2				-4	5
"Havoc"				-0	5
Guidance Chip			-0	5
Accuracy Corrector		-3	2
Crack Shot			-2	0
Resources			+21	21
Cluster Mines			-4	17
Cluster Mines			-4	13
PS 4				-8	5
Extra Munitions			-2	3
Ordinance Tube Partial		-2	1
Sarn Station			+28	29
Assassination Games		+8	37
Traitor Hunt			+8	45
Cluster Mines			+4	49
Cluster Mines			+4	53
Bomblet Generator		-3	50
Pallas: Proton Torpedo		-4	46
Pallas: O. Tubes		-5	41
Pallas: Spotter			-4	37
Pallas: + Shields		-3	34
Pallas: + Shields		-4	30
Proton Bombs			-5	25
Proton Bombs			-5	20
Reinforced Frontal Deflector	-2	18
Attack on the Mining Station	+18	36
Proton Bomb			+5	41
Proton Bomb			+5	46
Reinforced Frontal Deflector	+2	48
Total					48
Season 2
pre:
Description:			Change	Current XP
Season 1 Carryover			48
Upgrade to PS5			-10	38
Sabine Wren			-5	33	
Expertise			-8	25
Upgrade to PS6			-12	13
Improved Barrel Roll		-8	 5
Advanced Optics			-2	 3
Trajectory Simulator		-1	 2
Minesweepers			+24	26
Icebreakers			+15	41
Longest Day			+26	67
T-70 Mission			+13	80
T-70 Unlock			-20	60
Buccaneers			+12	72
Back to the Shack		+14	86
The Fugitives			+22	108
A-Wing				-5	103
Edrio Two-Tubes			-4	99
Stealth Device			-3	96
Vectored Thrusters		-2	94
Juke				-4	90
Proton Rocket			-3	87

Valhawk fucked around with this message at 01:08 on Mar 5, 2019

Valhawk
Dec 15, 2007

EXCEED CHARGE
Gamethread is up.

Valhawk
Dec 15, 2007

EXCEED CHARGE
Oh ya, BR0ME0 don't forget to join the Discord Channel it's how we'll be doing voice chat for this evening since TTS's inbuilt voice stuff tends to add a decent amount of lag to the server.

BR0ME0
Apr 6, 2010
Log in a bit earlier to make sure we're all set up and ready to go?

Valhawk
Dec 15, 2007

EXCEED CHARGE
That'll work.

Valhawk
Dec 15, 2007

EXCEED CHARGE
XP Table for Mission 1:

Aran
Mission XP: 0
Failure Penalty -1
Total XP: 0

Vraska
Mission XP: 1 Hits + 3 Tie Kills = 4
Lost Ship: -5
Failure Penalty -1
Total XP: 0

B5-LY
Mission XP: 3 Hits + 3 Tie Kills = 6
Failure Penalty -1
Total XP: 5

Crevette

Mission XP: 3 Hits + 1 Assist = 4
Lost Ship: -5
Failure Penalty -1
Total XP: 0

Killboard:

B5-LY: 3 Tie Fighters
Vraska: 3 Tie Fighters
Aran: 0
Crevette: 0

BR0ME0
Apr 6, 2010

Valhawk posted:



B5-LY
Mission XP: 3 Hits + 3 Tie Kills = 6
Failure Penalty -1
Total XP: 5



BR0ME0
Apr 6, 2010
Confirming, are we still on tomorrow, and what time again?

Valhawk
Dec 15, 2007

EXCEED CHARGE

BR0ME0 posted:

Confirming, are we still on tomorrow, and what time again?

Tomorrow 11 am Eastern/ 10am Central.

LLSix
Jan 20, 2010

The real power behind countless overlords

Get hype.

BR0ME0
Apr 6, 2010
Hey, super sorry for last minute request, but life happened.

Any chance we could push back an hour?

Valhawk
Dec 15, 2007

EXCEED CHARGE

BR0ME0 posted:

Hey, super sorry for last minute request, but life happened.

Any chance we could push back an hour?

I don't have a problem with that.

Valhawk
Dec 15, 2007

EXCEED CHARGE
XP Table for Mission 2:

Aran
Mission XP: 2 (Hit) + 6 (Emplacements Destroyed) = 8 XP
Total XP: 0 + 8 = 8

Vraska
Mission XP: 3 (Hits) + 2 (Minefields Destroyed) = 5XP
Total XP: 0 + 5 = 5

B5-LY
Mission XP: 4 (Hits) + 3 (Tie Kills) + 6 (Emplacements Destroyed) + 2 (Minefields Destroyed) = 15 XP
Total XP: 5 + 15 = 20

Crevette

Mission XP: 2 (Hits) + 1 (Tie Kills) + 4 (Emplacements Destroyed) + 2 (Minefields Destroyed) + 2 (Assists) = 11 XP
Total XP: 0 + 9 = 9

Killboard:

pre:
B5-LY:		6 Tie Fighters (ACE), 2 Turret, 1 Shield Generator, 1 Minefield 	       10 Kills
Vraska:		3 Tie Fighters, 1 Minefield 							4 Kills
Crevette:	1 Tie Fighter,	1 Turret, 1 Minefield, 1 Shield Generator 			4 Kills
Aran:		1 Turret, 2 Fuel Tanks 								3 Kills

Valhawk fucked around with this message at 18:27 on Oct 8, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

Congratulations to Bromeo for our first ace!

Crevette also got xp for giving evade tokens.

Can you get ace against each type of emplacement individually?

LLSix
Jan 20, 2010

The real power behind countless overlords

PS costs 6 xp, so most of us could get PS3 and thus our first elite talent before the next mission if we want to.

Do we need to obey faction restrictions on talents?

Fearlessness 1 xp - when attacking, if you are inside the defender's firing arc at Range 1 and the defender is inside your firing arc, you may add 1 hit result to your roll. Sounds cool, but its scum only so I don't know if we're eligible.

Other interesting options:
Crack Shot 1xp - When attacking a ship inside your firing arc, at the start of the “Compare Results” step, you may discard this card to cancel 1 of the defender’s evade results. Discarded cards can be recovered using the recuperate action in HOTAC.
Elusiveness 2xp - When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability. This would provide some much needed survivability.
Snap Shot 2xp - After an enemy ship executes a maneuver, you may perform a strength 2, range 1 attack against them if they are in your arc. You may only do this once per phase.

Thoughts on relative awesomeness or other talents worth considering? Pallas doesn't let us buy talents with cost 3+ in the first season.

Valhawk
Dec 15, 2007

EXCEED CHARGE

LLSix posted:

Do we need to obey faction restrictions on talents?

Yep. No Imperial or Scum only upgrades.


Edit:
Also, to demonstrate how we'll handle upgrades, I'll do Aran's now. I've added a character sheet to Aran's post you can use. Also, when you spend XP make sure to note it in a new post in the OOC thread like this

I'm spending 6XP to buy Aran up to PS 3, and 1XP to buy the EPT "Cool Hand".

Valhawk fucked around with this message at 18:30 on Oct 8, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

Valhawk posted:

Elite Pilot Talents = 2 x Point Cost listed on the upgrade card.
Just noticed this rule. No 2pt Elite Talent for me :(

Valhawk posted:

Pilot Abilities = PS of the Pilot Card
Is http://xwing-miniatures.wikia.com/wiki/Category:Rebel_Pilots the list for pilot abilities? If not, what is?

Valhawk
Dec 15, 2007

EXCEED CHARGE
https://hotac-ship-builder.netlify.com/ has a good list. Keep in mind that it doesn't have the Pallas unique stuff, but it's got pretty much every rebel pilot skill through the end of 1st edition.

BR0ME0
Apr 6, 2010

Valhawk posted:

https://hotac-ship-builder.netlify.com/ has a good list. Keep in mind that it doesn't have the Pallas unique stuff, but it's got pretty much every rebel pilot skill through the end of 1st edition.

Not seeing pilot abilities on that builder, I'm assuming we're locked to purchasing pilot abilities from only the pilots available for our ships. I didn't see a season cap for this, is there one?

Also, it shows Bwing crew slot as a free upgrade, is that true for us as well?

Edit: Do I get to use both B-wing titles, gyro cockpit and gyro stabilizers, or do I have to choose one?

BR0ME0 fucked around with this message at 15:19 on Oct 9, 2018

Valhawk
Dec 15, 2007

EXCEED CHARGE

BR0ME0 posted:

Not seeing pilot abilities on that builder, I'm assuming we're locked to purchasing pilot abilities from only the pilots available for our ships. I didn't see a season cap for this, is there one?

Pilot skills use Elite Pilot Talent slots. Also, this is for generic HOTAC not Pallas.

quote:

Also, it shows Bwing crew slot as a free upgrade, is that true for us as well?


Pallas B-Wings have a Modification/Crew slot at the start so you have the choice between filling it with a modification or a crew member.

quote:

Edit: Do I get to use both B-wing titles, gyro cockpit and gyro stabilizers, or do I have to choose one?

You can only equip one title at the time unless it says otherwise on the title.

BR0ME0
Apr 6, 2010

Valhawk posted:

Pilot skills use Elite Pilot Talent slots. Also, this is for generic HOTAC not Pallas.


Pallas B-Wings have a Modification/Crew slot at the start so you have the choice between filling it with a modification or a crew member.


You can only equip one title at the time unless it says otherwise on the title.

Thanks! Just want to make sure I'm building correctly!

EDIT:

Are we starting with 0 XP, or when we get our ships, are we getting the additional XP as listed in the ship list?
Did we start at PS1, so would it be 10 EXP to get to ps3? (ps2x2 =4 and ps3x2 = 6)

BR0ME0 fucked around with this message at 17:40 on Oct 9, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

Valhawk posted:

https://hotac-ship-builder.netlify.com/ has a good list. Keep in mind that it doesn't have the Pallas unique stuff, but it's got pretty much every rebel pilot skill through the end of 1st edition.

Holy Cow.

Jess Pava PS 3, xp 3 - When attacking or defending, you may reroll 1 of your dice for each other friendly ship at Range 1.
Tarn Mison - When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship.

These are incredible. I was thinking about just following Bromeo around next mission anyways since he's taken the least damage across all our missions and Jess Pava really takes that to the next level. Tarn Mison is incredible too. So many rerolls. You can have multiple target locks, right? So you could even get rerolls when using missiles potentially?

Valhawk
Dec 15, 2007

EXCEED CHARGE

LLSix posted:

You can have multiple target locks, right? So you could even get rerolls when using missiles potentially?

Unless you have an upgrade that says otherwise you can only have 1 target lock at a time.

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Valhawk
Dec 15, 2007

EXCEED CHARGE

BR0ME0 posted:

Are we starting with 0 XP, or when we get our ships, are we getting the additional XP as listed in the ship list?
Did we start at PS1, so would it be 10 EXP to get to ps3? (ps2x2 =4 and ps3x2 = 6)

We're starting with 0 XP, you'll get the XP when we get our ships just in case people descide to switch between now and then. Also, you start at PS 2, which is why we've been moving after the imps and shooting first as they generally have PS 1.

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