top of page
  • watchersquadron

Battle of the Titans (Part 5: Resistance Epic Cards and Ships)

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 Prequels are done, let's jump to the other side of the Original trilogy and the Resistance.


Free Virgillia-class Bunkerbuster:

The Bunkerbuster 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.

Due to the Bunkerbuster's massive payload of explosives, its ship's ability is based on both dropping the devices you have from your sides as well as better enduring the explosions from nearby devices, which is needed thanks to its deadly Heavy Plasma Bombs. Both ships also have the Reinforced Docking Pylons which allow them to hold a pair of Starfortress Bombers. This docking is slightly different though, as the bombers can still perform attack while docked to the Bunkerbuster.

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 most of the 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 the durability of the ship, it is almost as tough as the massive Arquitens, with only its shields being the main difference, however, its reinforce action is red to represent the fact this massive ship has parts of it only held on by thin scaffolding structures.

Lastly, its dial is rather solid compared to the other massive ships with it having access to the three bank manoeuvres, thanks to its large power engines. This does come at the cost of this ship being the only epic ship to be without the zero bank manouvre which is quite the loss.


Heavy Plasma Bombs (Detonation):

At the end of the Activation Phase, this device detonates. When this device detonates, each unit at range 0-1 rolls 3 attack dice and each unit at range 2 rolls 1 attack die. Each unit loses 1 shield for each hit/critical result, then each unshielded unit suffers 1 hit damage for each focus/critical result.


Ninka:

  • 18 Points

Holdo's command before the Resistance leaders were all killed on the Raddus, the Ninka was the home base for Cobolt Squadron. This led to me designing the Ninka to be a terrifying bomber, being not only able to drop its deadly Heavy Plasma Bombs but also one device from each of its docked bombers, allowing it to drop three devices a round! Holdo herself gains an ability similar to the Battle over Endor Arvel Crynyd, only with more potential damage.


Crimson Harbor:

  • 17 Points

Although the Resistance seemed to have multiple Bunkerbusters, as shown in Battlefront 2, we only have one named one, so here's one I named myself! Crimson Harbor would have been under Ackbar's personal command before its destruction shortly before the Evacuation of D'Qar. As its name suggests, it was the home base for Crimson Squadron the second Starfortress squadron the Resistance had. Its ability shows how it was a safe harbour for the bombers while Ackbar gives this ship and its docked bombers a deadly Broadside attack.


CR90 Corellian Corvette:

As we only have one epic ship in the game currently for the Resistance they needed a second one and it feels fitting they also get the CR-90 like the rest of the good guy factions, especially as we saw the Tantive IV in the Rise of Skywalker.


Tantive IV:

  • 13 Points

After being gifted to Leia by an ex-Imperial who found it abandoned in an Imperial impound hanger, the Tantive was flown by Nien Nunb during the Raid on Exogol, where he and the long-lived Tantive met their end at the hand of Palpatine's Lighting storm. Nien's ability is a combination of both his Rebel crew upgrade and his Resistance X-Wing pilot abilities. The Tantive title retains the ability to increase your agility, however, it also shows how vulnerable this ship was to the ionizing effect that Palpatine's lighting caused.


Aeternus II:

  • 13 Points

Although we never got a name for it, we knew the Resistance had at least one more CR-90 as we see Leia and Poe use it during the Resistance show. Thanks to its long life, I gave it the (slightly ironic) name Aeternus II. Its title shows off the ship's ability to survive, with it able to gain access to a second reinforce token, where Poe, Ello and Liea turn this ship into a solid support ship.


GR-75 Medium Transport:


Luminous:

  • 7 Points

We have no named Resistance GR-75s so I've used an old Rebel GR-75 as it was present for the Battle over Endor, so there is a good chance it could have survived to the time of the Resistance. Luminous' upgrades allow it to act as a huge targeting computer for other freindly ships with munitions, which is especially useful for those munitions carriers with low initiative.


Shepherd:

  • 9 Points

The Shepherd's name was inspired by its ability that allows it to pull along other ships flying alongside it. It also has the powerful but power-draining Jamming Field upgrade, however, this power drain can be put to good use thanks to Cova Nell who lets you roll an additional defence and attack die while you have no active energy.


Wingmates:

I'm personally a fan of the game's current design where generics are a rare sight in normal play. However, with that in mind, 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, 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 Resistance having the T-70 X-Wing, BTA-NR2 Y-Wing and RZ-2 A-Wing.


T-70 X-Wing:


Blue Squadron Rookie:

  • 4 Points

The pilots of Blue Squad make use of the Underslung Blaster Cannon and R3 Astromech, making this wing a horror to approach, especially if Luminous is also around to act as a targeting computer, as each of the X-Wings could potentially get off a bonus attack before the defender can get its action for defensive modes.


Red Squadron Expert:

  • 4 Points

Red Squad pilots use the amazing Heroic upgrade to keep them safe from rolling blanks, however, if this doesn't help you hit your target, the Automated Target Priority will make sure the next round you have an even better chance!


Kijimi Spice Runner:

  • 3 Points

Making use of their Spice Rush illicit upgrade and Devastating Barrage ship ability, the Kijimi Spice Runners can always hit a defender in their bullseye when using their Mag-Pulse Warheads, combined with their total of nine hull and shields makes these bombers a deadly addition for any Resistance Fleet.


New Republic Patrol:

  • 3 Points

Like the Rebel and Republic Y-Wings before them, the New Republic Patrol use Ion Cannon Turrets and Watchful Astromechs to great effect. However, the addition of the Intuitive Interface ship ability means these Y-Wings can make attacks with both a lock and a calculate increasing their chances of always hitting and disabling their opponent.


Blue Squadron Recruit:

  • 3 Points

The pilots of Blue Squadron can use Cluster Missiles to boost their attack strength, although if you wish to use the ability to perform a bonus attack, you'll run yourself dry of missiles. On top of this, the Starbird Slash talent pairs well with the Refined Gyrostabilizers ship ability so you can flee through your opponent, strain the enemy and keep shooting them.


Green Squadron Expert:

  • 3 Points

The final pilots of this pack, the pilots of Green Squadron are more defensive than their Blue Squadron friends, with it being equipped with Juke which means it's more beneficial for it to keep evading. However, if that fails to be enough, you still have Heroic to fall back on and also provide you with some offensive modifications as well


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!

181 views0 comments
bottom of page