Note: These rules were developed for the game X-Wing before Fantasy Flight Games had released any of their huge ship models. They may be redesigned in future to align with the way huge ships are now treated in the rules… or we may just be satisfied with using the ships that are now available.
During the Galactic rebellion, attacks by the Rebel Alliance against shipping in the Outer Rim Territories inflicted a heavy toll, cutting important supply lines and and weakening the Empire’s already precarious control of several distant star systems. Convoys could be formed and allocated escorts, but larger capital ships were often needed for more urgent Imperial military operations elsewhere. Smaller frigates were more suited to the job, but could find it a challenge to protect freighters against attacks from larger numbers of hyperdrive-equipped fighters that would jump into position, attack at high speed, and then quickly depart. In addition, the Outer Rim was also characterized by piracy, slaver raids, local rebellions, alien incursions, and the occasional need for punitive operations to bring a recalcitrant local ruler back into line. Patrolling this large expanse of space thus posed a complex military challenge.
Thus the Simulacrum-class patrol carrier was born. Essentially a militarized and heavily-modified version of the KDY Space Master -class medium transport, its four cargo pods were adapted to accept a variety of different mission modules:
- Carrier (CV) module, capable of carrying eight Viper Probe Droids, four TIE fighters or interceptors, four Imperial Dropship Transports, two TIE/sa bombers or TIE landers, or one Lambda-class T-4a shuttle.
- Troop accommodation (T) module, with accommodation for up to 200 Imperial Stormtroopers.
- Intelligence, surveillance, and reconnaissance (ISR) module, with equipment for signals interception and control of probe droids.
- Command, Control, and Communications (C3) module.
- Weapons (WPN) module, capable of carrying up to ship-to-ship missiles, proximity mines, or orbital bombardment charges.
- Electronic countermeasures (ECM) module, with equipment for jamming enemy missiles and targeting computers.
- Secondary generator (SG) module, to augment power to the shields and weapons.
- Repair and damage control (DC) module.
- Detention and interrogation (D&I) module.
- Cargo (C) module.
While much slower than purpose-designed military vessels, the Simulacrum-class was rugged, easily repaired at secondary shipyards, had an extended range, and could certainly keep pace with any ships it might be escorting. As its name suggests, it could also easily disguise itself as a commercial freighter, luring unsuspecting rebels or pirates into range before opening fire or launching fighters.
Simulacrum-class Patrol Carrier
|Left Turn||Left Bank||Straight||Right Bank||Right Turn||Kologran|
modules: 5 each
|Action BarThe ship may take two actions per turn (or four if equipped with a C3 module). First remove any stress tokens (at a cost of one action each), then select remaining actions from the list below.|
|Target Lock. This action may be repeated multiple times.Launch (launches one ship from the CV module, moving 2 straight and giving it a stress token). This action may only be taken once per CV module.Dock (any suitable friendly ship within range 1 of a CV module docks and is removed from play). This action may only be taken once per CV module.
Jam (only with ECM module, roll for each target lock on the ship: on a hit, remove it). This action may be repeated multiple times.
Repair (only with DC module, removes one damage from the hull, from a module or turret that has not yet been destroyed, or restores one shield). This action may be repeated multiple times.
* * *
ISR module adds 10 to the pilot rating of all friendly pilots during the set up and first turn of the game, and also provides all friendly ships with a bonus boost action the first turn.
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The ECM module adds one to the evade rating of the ship when targeted with missiles or torpedoes, and similarly to any other friendly ship within range 1.
The ship retained the four twin laser turrets of the original Space Master -class, although these were upgraded with heavier weapons and improved fire-control. A chin mounted ion cannon was added to incapacitate suspect ships. While the mission modules, bridge, and engines were lightly armoured, the ship generally depended heavily upon shield generators, defensive armament, and its compliment of fighters to protect it from direct attack. The Simulacrum was particularly vulnerable to rear attacks once the rear turret was destroyed, and rebel pilots usually sought to attack from this quarter. After the Impostor was lost in this way during the Imperial assault against U’Dray in the Sarin sector, Imperial Fleet Order 9781-4 required Simulacrum-class ships to carry at least one CV module at all times. An appropriately modulated high-energy blast from the powerful engines would also often disrupt the electronics of any ship following too closely, a maneuver first used by Captain Stormfroth of the Deceitful during the defence of convoy IG-166, and subsequently bore his name.
|Forward||5||2x Twin Laser (2)Twin Ion Cannon (2)|
|Port||5||Twin laser (2)|
|Aft||5||Twin laser (2)|
|The SG module increases all shields and turret weapons by 1. Each turret may fire at an eligible target each turn.|
The attacker must declare what part of the ship is being targeted before firing. Critical hits against turrets or modules do one additional point of hull damage. Critical hits against the hull do one extra point of hull damage, and add a stress token.
Turrets are destroyed upon taking two hits. Modules are destroyed upon taking 5 hits.
|Ship Quadrant||Target (s)|
|Forward||Attacker may target turret or hull.|
|Port or Starboard||Attacker may target turret or module.|
|Aft||Attacker may target turret or hull.|
The cost of a Simulacrum-class patrol carrier depends on the mission modules it carries. It may not carry other upgrades.
- Base cost: 75 points, plus four mission modules:
- CV module(s): 0 points, plus cost of ships carried:
- launched ships: full price
- unlaunched ships: discount of 2/4/6/8 points for first/second/third/fourth ship
- WPN module(s): 0 points + up to 12 missiles and/or mines
- GEN module: 30 points
- C3 module: 25 points
- DC module: 20 points
- ECM module: 15 points
- ISR module: 10 points
- Troop accommodation, D&I, or cargo module(s): 0 points
- CV module(s): 0 points, plus cost of ships carried:
Turrets and modules are destroyed when they take a sufficient number of hits. The ship is destroyed when hull points are reduced to zero.
When moving the ship, use the large ship movement template placed against the side of a rear mission module.
When moving on from the table’s edge, the first move of the large ship is to simply be placed on the table with its rear against the table edge. It may also take actions.
The Imperial player need not reveal the contents or location of a mission module, unless that module either launched/docked ships (CV) or fired (WPN).
Ranges are measures from the edge of the hull, not the turret.
Assault missiles do one additional point of hull damage, but have no effect on other ships. Larger ships are not affected by assault missiles fired at nearby targets.
A hit from an ion cannon does not affect the movement of the a larger ship, but does add one stress token.