“You are rookie pilots newly assigned to the Alliance Nebulon-B Escort Frigate Timeron. We currently only have Y-wing fighters on board but this will soon be rectified. A Capt. Wedge Antilles recently captured a number of experimental T65 X-wing fighters from the Incom facility on Fresia. One of your first missions will be to steal more X-wings from this facility. Along with our Y-wings you well be formed into a special operations squadron. Code Name: Grim Reapers”
- Captain Tyre Osiris
League Night Format
Each league member starts with (1) Rookie X-wing w/R2 or R5 astromech, or (1) Gold Y-wing fighter with Ion Cannon. You are rookies and will have to complete missions, gaining experience and skills, modifying your ships by adding upgrades until your the best, or dead. Each league member will play one game as a rebel pilot and then one game as the Imperials. (The Imperials will be abstractly represented by all the league members. This force will be appropriately selected for the missions or scenarios to be played with named Imperial pilots being used when necessary)
Calculate the average Rebel pilot skill level for all League members present.
The Imperial force will consist of a number of TIE fighters equal to the number of league members present with their pilot skill level at or below that of the rebel force. This can be adjusted up or down per scenario requirements or by the League organizer to provide good games.
All league members are then split into Alpha flight and Beta flight. Alpha plays the selected mission or scenario first with Beta playing the Imperials. They then switch sides and play again.
The results of the mission or scenario is calculated after both flights have played and the results recorded along with individual Experience Points gained.
League members will then spend Experience Points, or XP, upgrade their ships and earn Elite pilot skills.
Earn Experience Points
All League members earn experience points for surviving a mission or scenario, damaging and destroying enemy fighters and completing missions or scenarios.
Surviving the Mission: If your star-fighter still has at least one hull point earn 2 XP. A non-critical hit removing your last HP will result in Auto Ejection and earn 1 XP but if the HP is loss from a critical hit you must roll a green dice and check the results:
A Focus result counts as the pilot surviving but having to spend time in the med-bay due to injuries with 0 XP earned and the loss of 1 Pilot skill point.
A Evade result counts as the pilot surviving with no injuries but earning 0 XP.
A Blank result counts as a dead pilot (please start over).
Hitting an Enemy Fighter: Any successful hits with a primary or secondary weapon against an enemy fighter earn 1 XP.
Destroying an Enemy Fighter: One of your attacks causes an enemy fighter to be destroyed (either as a critical hit or taking the last hull point) earn 2 XP.
Destroying Higher Level Fighter: If you destroy an enemy fighter with a higher pilot skill earn a number of XP equal to the difference.
Complete an Objective (Specific): Specific Objectives (like capturing a satellite, destroying a shuttle) that can only be achieved in a scenario will earn a number of XP as listed in the scenario briefing.
Spend Experience Points
All experience points, or XP can be spent to increase your pilots skill level, upgrade your fighter or astromech and add ordinance for a upcoming mission or scenario.
Pilot Skill Increase: Spend XP equal to your current skill level to increase your Pilot Skill by 1 point. (Can only be done once per League night)
Fighter Upgrades: Spend XP equal to the upgrade cost. This upgrade is attached to your current ship. (If your ship is lost the upgrade is lost)
Ordinance: Spend XP equal to their cost to equip them for one League night mission. If not used they are still considered to be expended.
Astromech's: Spend XP equal to the upgrade cost. This upgrade is attached to your current ship. (If your ship is lost the upgrade is lost)
Elite Pilot Skills
The following Elite Pilot Skills can be earned by pilots, at no cost, by meeting the new attachment requirements for the skill as listed below. All other Skills can be attached by spending the required number of XP equal to their cost, per normal X-wing rules. Those skills will only last for 1 mission.
Squad Leader: Is given to a player at the beginning of the League. Is responsible for managing the Squadrons League info and coordinating its activities if required by a scenario. It may only be transferred to another pilot if the current Squad Leader is injured or killed.
Marksmanship: Is given to any pilot who has 1 Kill in 3 consecutive games but loses it upon completion of any mission without a kill.
Swarm Tactics: Given to the player with the highest Pilot Skill in the squadron, or if tied, to the pilot with the most XP scored.
Determination: Given to any pilot who had to eject in a previous mission. Can be used as normal from that point on.
Expert Handling: Any pilot which completes 2 missions without taking any damage will gain this skill ability but will lose it if they must eject during a mission.
Mission and Scenarios: TBD but I'm planning on 8 to 10 with the final one being the Death Star trench run
League Manager: As the league manager it is your responsibility to prepare Missions and Scenarios, keep track of all player info and make sure the Imperial presence is felt by the rebel scum.