Post by garhkal on Oct 26, 2019 7:15:01 GMT
This will be a thread showing the house rules i use for this campaign, i am the head for..
1) By the core X-wing 1e game, ships normally clear ANY number of Ion tokens by performing a 1 straight maneuver (white in color), even IF they bump. BY this house rule, i changed that to they DO NOT clear it, unless they complete the maneuver, and only 1 token at a time.
The SAME applies to Clearing Stress.
So far in game play, Ion has affected imperials a LOT more often than rebels, around 85% of the time. While the Stress clearing, has affected rebels more than imperials, Other than when rebels use flechette torpedoes, or thermal detonator bombs on imperials..
2) Adding to the base X, Y, B, and A wings, as well as the HWK-290, the rebels now get to pick the U-wing, Scurrg H-6 and Arc-170 star fighters. For the Scurrg, one needs to be PS 6 to covert over to it. The Arc or U-wing, though are instead, Unlocked upon successful completions of two of my new mission story-lines.
The ARC-170 gets unlocked, once the "Cold day in Hell" new story-line (my 2nd), gets completed.
The U-wings, is unlocked when the "POWs" storyline is done (new storyline 4)
I also have the ability for rebels to unlock the ability to TAKE OVER playing of a YT-1300 or YT-2400, IF THE MISSION already calls for one (or both) of those ships. But like with the U-wing or ARC, they are unlocked once a Core mission storyline is completed. The YT-1300, gets unlocked once the Defector story is completed, while the YT-2400 is unlocked, once the Capture Officer story is completed.
HOWEVER both the YT-s, and the U-wing, since they are LARGE base ships, cause the # of imperials to be increased via shifting the # of 'rebels' up by 1. So if there are 4 players, and one's taking over the running of a YT-1300, then the # of players, for how many imperials show up, is considered 5.
Doing this for the YT's, does NOT cost any XP, but only one 'large base ship' can be piloted by a PC per mission. So if someone's running a U-wing as a personal ship, and the mission calls for a YT to be used, no one can take it over.. But if there wasn't a U-wing being used, then one of the players COULD take over that YT.
ANY XP earned by the player of the YT goes to his pilot.
3) For the Empire, new AI pilot cards exist for all core ships, taking both Tie bombers and Interceptors up to 10 possible AI cards. For the others core ships, with the exception of Tie Phantoms, they have at least 3, or 4 new versions. Adding in to the core ships, are Tie Strikers, Tie Punishers, Tie Advance prototypes, and Tie Aggressors. Tie Punishers CAN be substituted in for regular Tie bombers, IF there are A) Two or more Tie bomber squads coming in for that mission, AND B) if the group's Average PS is 4 or more. For Tie strikers, they come in, replacing Tie Interceptors, in one of two manners. Manner 1, is if there is only the one squad of Tie interceptors, roll One D6. If its a 1 to 4, keep with the interceptors. If it comes up a 5 or 6, convert to strikers. Manner 2, is if the mission calls for two different squads worth of interceptors, ONE will be converted over to strikers.
I have also created a number of AI pilot cards for the VT-49 Decimator, since it now gets used in more than just the two core missions, that call for it.
Additionally, i have made a "Heavy turbo-laser turret", to go with the regular turbo-laser turrets. Heavy turrets, have only a 4 hull, vice 5 of the regular turrets, but pack a bit more punch, the closer you are in to them. They roll 4 attack die at range 2, 3 die at range 3, but still only 2 die at range 4. And like with regular turrets, targets at range 3 or 4 roll one additional defense die.
4) XP is pooled in the following manner.
Damage
Kills of TIE fighters
Kills from Non-tie Fighters, such as with interceptors, bombers etc, or from large ships, go to the individual who gets the kill.
So for a rebel who kills a Tie interceptor (lets say), two xp go into the pool, one for the damage, one for the kill, but the XP for it being an Interceptor goes to THAT player.
Mission awards, XP from "Assist kills or Protect actions and the like, still go as per the mission write up.
Once the mission's over, BEFORE splitting the pot up, you must first Repair any rebel ships (except NPC ships such as a HWK or YT that the mission calls for), of any HULL damage they have sustained. This repair is a flat 1xp Per hull point taken. To "Replace a lost ship" that got sent eva, its a flat 5xp coming out of the Pot.
Once that's done, then divvy up the remaining XP in the Pot evenly. IE IF there was 20xp pooled in the pot, and 4 players in the mission, each gets 5xp.
Any XP left over, due to an 'odd' number of them, gets assigned by the Squad leader in order of "Lowest PS up", and if that's tied, then to who earned the Least individual XP.
5) When players either A- Upgrade the PS, or B- shift over ships, they can now sell back unwanted (or unused) upgrade cards, with the exception of Named Pilots (such as Sabine Wren or Dutch Vandar) and Elite pilot talents. This earns them back 1/2 the cost of the upgrade. So if someone say sells back an Engine upgrade (4xp), they get back 2xp. As such, you can't sell back 1xp cost upgrades.
They can also 'sell between themselves' upgrades, such as ordinance. But any switch has to be like for like (bomb for bomb, modification for modification), If there's a cost difference that's made up by shifting XP over (so if i say, sold steve a 4xp modification, for a 3xp one, he'd owe me 1xp). This selling of upgrades between players, come in AFTER a mission has wrapped up.
6) you can now have MULTIPLE upgrades for Droids, Cannons/turrets, and ALL forms of Ordinance. However, you still can only equip one droid, turret/cannon, system, or 1 ordinance (for X and A wings, or 2 for B and Y-wings).
IE I am in a Y-wing, i have 2 different torpedoes and 3 different bombs. Depending on what the mission's like, i can take both torpedoes, 1 torpedo and 1 of the bombs, 2 of the bombs etc..
7) Many droids/crews and the like, upgrades in the CORE game are considered unique. in this campaign, those are not (such as R2-D2). For a complete list, send me an email.
However now there ARE 4 Elite pilot talents that ARE now Unique - Push the limit, Predator, Expertise and Opportunist. Only one player per table, can have one of the above, and each pilot can only take one of the above. If two or more players have one of them, the one who purchased it first gets to decide if he wishes to 'use it' or ops to not equip it for that mission.
8) ALL Scum and TFA era upgrade cards are NOT in use for rebel players. Certain ones Are used on imperial AI Pilot cards though. This doesn't apply to illicit upgrades, as some are called for to be used on both the HWK or either of the YT's (If equipped with the Smuggling compartment).
9) Normally someone can spend 5xp, to Shift fully over to a new ship, but if they dislike it and wish to shift back, they have to spend another 5xp. However via this HR, you can instead, PURCHASE that new ship for 16xp, and decide which of the two ships your pilot will fly for each mission. Converting over to a Scurrg, is costlier at 8xp to flat out shift over, or 20xp, if one wanted to purchase it.
IE i have a Y-wing, and later on, purchase a B-wing. Depending on the mission we next take, i could opt to take the Y-wing OR the B-wing..
10) I've wrote up 4 total new mission Story-lines.
1st is the "Imperial Counter attack story", containing 3 missions. You Must have completed the Defection story-line to open this storyline up to play.
2nd is the "Cold day in hell" story, also containing 3 missions.
3rd is the "Steady as she goes" story, containing 4 missions.
and 4th is the "POWS" story, also containing 4 missions.
11) For what "rebel pilots" are purchasable, ON TOP Of what the core HOTAC book lists, i have added in several, such as Zeb Orrelios, or Bodhi Rook. For a complete list, send me an email, and i will send you the doc listing all the pilots, what their in game effects are (some have been slightly changed) and which ones grant assist kill XP chances..
I also have created an 'Update sheet tracker', similar to how Sparks/the force has them. If anyone wants a copy, let me know.