top of page

Battle of the Titans (Part 3: Republic Epic Cards and Ships)

watchersquadron

Battle of the Titans is an old project I did in the early days of my articles, making a Nebulon-B and Arquitens for the Rebel and Imperial faction's epic games. However, now that I've finished printing and painting both ships in epic scale, I decided to make more up-to-date cards for them!


I quickly realised that the standard loadout design would be quite effective in epic, allowing for cheaper ships and easy-to-pick-up-and-play combinations. So I have extended my project to cover all the factions, making cards for each of their epic ships and adding a few new epic ships so each faction has 3 huge ships with 2 standard loadout cards. I have also decided to make some new epic game small ships with standard loadouts so each faction has 3 small generic ships with 2 standard loadout cards.


As this totals EIGHTY FOUR cards, this will be a seven-article project with each article tackling one of the factions. So now the original trilogy factions are done let's move on with one of their predecessors, the Republic!


Arquitens-Class Light Cruiser

The Arquitens is what I'm classifying as a massive size ship. These ships use all the same rules as huge ships, however, they have larger bases, using one normal huge ship base at the front and a single large ship base at the back, connected by the cardboard base plate. The second difference is that they require eight ion or tractor tokens to be considered ionised or tractored over the six required by huge ships. Otherwise, they function identically to huge ships. The last change, and a change that I'd apply to all epic ships, is that when they are destroyed, the opponent places three debris fields at range zero of the destroyed ship.

The design for the Arquitens shows off the effectiveness of the classic Republic/Imperial triangular design that allows all weapons on the ship to fire forwards for a deadly cone of concentrated fire, while still having solid side weaponry. This is done by giving it a pair of arcs that are 90 degrees each, covering the full front, with them overlapping in the Arquitens' bullseye. Its ship ability allows you to fire both of its primary weapons in a round and gives you some additional dice modification if the defender is in your bullseye, making it a very bad place to be!

Like all the massive ships, it has a new second ship ability, Capital Grade Shields. This ability shows off the strength of these ship's shields, letting them reinforce twice so they are reinforced from every angle at the cost of extra shield regeneration. This makes it hard to outflank an Arquitens or most of the other massive ships I've made. I will suggest a minor modification to the rules though as it hasn't been brought up in normal X-Wing;

If a huge or massive ship has at least one reinforce token in both its fore and rear, it ignores the flanking effect on reinforce tokens, however, the defender only applies the effect of either its fore or rear reinforce tokens.

As for durability in the shields and hull department, the Arquitens is much tougher than even the Nebulon-B I made thanks to it being a dedicated warship that is a part of a fully funded military, unlike the Rebellion's Nebulon-Bs.

Finally, the dial of the Arquitens is designed for speed over manoeuvrability, compared to the other epic ships, with it having more straight white manoeuvres but only red bank manoeuvres.


Surrogator:

  • 21 Points

Kenobi used the Surrogator during the Battle of Saleucami to lure General Grievous away from his ship. This then gave Anakin a chance to rescue Jedi Knight Eeth Koth. Because of this, the title is designed around using Kenobi as bait to draw enemy ship's fire. This is done by Kenobi spending both his force so all allies roll an additional defence die if the enemy ship attacking them has the Surrogator in their attack arc. This ability also makes Cody even more effective as when an enemy ship misses a shot against an ally at range 0-2, they gain a deplete token, so that extra defence die could make all the difference.


Hand of Justice:

  • 21 Points

Used by Barton Coburn during the Battle of Kadavo, the Hand of Justice was instrumental in the rescue of enslaved Togruta who were about to be dropped out of a slave processing facility. This rescue was pulled off by manoeuvring the Hand of Justice under the facility to catch them as they fell, with the help of clone jump troopers led by Wolfee. The abilities on this ship harken back to this mission, with Barton being able to charge the ship in with an extra speed one straight manouvre each round and Wolfee catching allied ships you bump into and reducing the consequences of the crash.


CR90 Corellian Corvette:


Sundered Heart:

  • 13 Points

Originally known as the Tantive III, the Sundered Heart was used by Bail Organa at the end of Revenge of the Sith to rescue Kenobi. Although technically a CR70 not a CR90, in legends, the CR70 corvettes were able to be refitted to make them comparable to the newer CR90s, hence why the ship ability requires it to spend energy to use the normal ship abilities of the CR90s we already have in the game. Bail and Raymus's abilities allow this ship to be rather effective as a support vessel, however for Raymus to trigger you do need to become damaged. Otherwise, like the Hand of Justice, the Sundered Heart wants to charge into the centre of the battle and use its point defence turrets to wreak havoc, so its title gives it the ability to boost, if only in a straight line.


Scarlet Thranta:

  • 13 Points

While digging through the depths of the legends wiki for another Republic CR90, I found this obscure ship used by a group of Republic Judiciary officers called the Sons and Daughters of Freedom that went rogue and preemptively attacked the Separatist worlds before the outbreak of the war. This is reflected in the captain, Slayke's ability, letting him reroll an attack die if he is far from other Republic ships. You may also be surprised to see Rio from Solo here, however, the wiki makes a connection between the legends Sons and Daughters of Freedom and the cannon Freedom's Sons that Rio was a part of so it felt fitting to put him on this ship.


Consular-Class Cruiser:

As the Republic only has one existing huge ship, I did what I do best and made a new ship for the faction! The Consular was the obvious choice as it is well known, the right size and was a major part of the Republic's Navy during the Cone Wars. As a normal huge ship, unlike all the other ships I've made for the Battle of the Titans, it requires no additional rules.

The Consular makes use of two different ship abilities between the two pilot cards I made for it as the Consular had a massive overhaul at the outbreak of the Clone Wars to turn it from an almost undefended diplomatic Vessel into a deadly picket cruiser.

As for durability in the shields and hull department, the Consular places between a GR-75 and a CR90 to reflect the fact its size is also halfway between the two as well. This durability also changes between the two cards, with the diplomatic variant having only one shield regeneration as it was not expected to go into combat. Whereas, the Charger c70 Retrofitted ship has double shield regeneration but only recovers one energy per round as the modifications take a toll on the ship's power core.

Finally, its dial is fast for an epic ship, with it being the fastest straight-line epic ship, joint with the Trident, but not sacrificing its speed one manoeuvres like the Trident.


Radiant VII:

  • 11 Points

Used by Qui-Gon Jinn and Kenobi at the beginning of the Phantom Menace, the Radiant VII is the diplomatic version of the Consular, with it being barely armed. Its ship ability makes up for this allowing you to be a diplomat and deplete freindly and enemy ships that are about to shoot each other, however, you can easily be tactical and choose your worst ships while choosing your enemy's best ships. To help with the fact you cannot make an attack when you use this ability, Kenobi and the title give you a bonus while you are disarmed.


Swift Return:

  • 11 Points

Yoda used an unnamed Consular for a diplomatic mission to Toydaria at the very beginning of the Clone Wars, however, I did not know it was an unnamed ship and that the Swift Return was destroyed before this mission and had, becasue of the Star Wars Armada upgrades, assumed that these two ships where the same until the writing of this article, so out of bitterness, I've just stuck a II at the end of the name for my sanity. For its ship ability, as the Charger c70 Retrofit version, the Swift Return gets to use its energy to boost its primary attack massively. Upgrade-wise, Zak can protect allies who are obstructed by his ship, while the title provides the evades that Zak's ability uses.


Wingmates:

I'm personally a fan of the game's current design where generics are a rare sight in normal play. However, that being said it makes epic games very complex and hard to run, with far too many abilities and components to keep track of. I believe this could be one of the reasons epic has been left untouched by AMG at the current time, along with other issues and reasons, however, my solution is simple, a new standard loadouts for the generic pilots of the game that are designed for epic play!

These pilots are designed for the wing mechanic with each of them being equipped with the Wingmate upgrade. This is a reworded Veteran Wing Leader, however, it does make all the ships worse whilst apart from their wing, with all their actions becoming red, and prevents them from being part of a wing that has a high initiative Wing Leader.

This allows the Generics to be slightly cheaper and have a pair of upgrades to make them effective. Although all the generic ships of the game could easily have a new standard loadout card each, for my sanity I only made cards for the classic small ships of each faction, with the Republic having the V-19 Torrent Starfighter, BTL-B Y-Wing and Nimbus-class V-wing.


V-19 Torrent Starfighter:

As a ship without a ship ability, I decided to give it a small additional one in a similar style to the Born For This ship ability the Clones in the Siege Of Coruscant had, with them mourning their fallen brothers, but getting bonus attacks off in revenge.


Gold Squadron Trooper:

  • 3 Points

The basic missile grunts of the Republic, the Gold Squadron Troopers have both a pair of Cluster Missiles for one deadly round of shooting and a Synchronized Console upgrade to allow your squadron to share a lock if needed so the whole squad can shoot missiles but most of their pilots can take defensive green tokens.


Blue Squadron Protector:

  • 3 Points

Although not as heavily armed as the Gold Squadron Troopers, the pilots of Blue Squadron are more talented pilots having good old Marksmanship as well as very useful Dedicated talent, allowing them to easily protect all their allies in the squadron.


BTL-B Y-Wing:


Red Squadron Bomber

  • 3 Points

The pilots of Red Squadron have a basic bombing loadout, a set of Thermal Detonators to drop (although they have one less charge than normal) and a Skilled Bomber upgrade repackaged as an astromech.


Shadow Squadron Veteran

  • 3 Points

Shadow squadron's pilots use Ion Cannon Turrets and Watchful Astromechs to boost their chance of hitting their target thanks to the extra attack die and to make this wing incredibly effective at disabling enemy ships.


Nimbus-class V-wing:

As the V-Wing's ship ability is redundant, as it just gives you the ability to equip TIE upgrades and standard loadout upgrades can't equip upgrades, I decided to give it the Formed Up ship ability we see on TIE/ln Fighters in the Battle of Endor scenario as the V-Wings are the predecessors to the classic TIE.


Loyalist Volunteer

  • 3 Points

Having both the deadly Besh and Thermal Detonators upgrades on them, the Loyalist Volunteers are the Republic's second choice for a bomber squadron. However, although they are faster and more nimble than the Y-Wings they do have one fewer Thermal Detonators to drop making them more limited in the damage they can dish out.


Shadow Squadron Escort

  • 3 Points

Although they lack the bombs the other V-Wings have, the pilots of Shadow Squadron can make use of their deadly Besh upgrade much more efficiently with their R3 Astromechs allowing them to maintain a pair of locks.


For high-quality images of all the cards and the base plates, of the Battle of the Titans project, ready to print, click HERE! Be aware the base plates are in two halves to allow for easy printing on A4 paper. For use, glue it onto a piece of cardboard of the right size.


Conclusion:

The second I got my 3D printer I decided I wanted to print epic ships for X-Wing, however for some reason, I've only just gotten around to it after two years of having the printer. But it was worth it, and they look amazing! This is what inspired this project, however, it has grown so much larger and I'm excited to show off all the other cards I've created

from the remaining factions alongside some pictures of the 3d printed ships I have for these epic battles!


Thank you all for reading.


Watcher Leader out!

397 views0 comments

Recent Posts

See All

コメント


bottom of page