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Nginear

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  1. You are correct, the Rebel base space is not a system per the rules. So Imperials cannot go there. But if it is discovered, then the units on the Rebel base are placed in the physical planet where it is located, which the Imperials are free to conduct missions too.
  2. I have only played a few games, but I'm toying with the idea of adding a hyperspace component. Either player takes a leader and hyperspace eligible units from one system, takes the units and the leader off the board for 1-2 turns, writes down the destination but the other player can't see it, and then they are placed during the refresh phase at the destination (which can be anywhere on the board). I'm thinking if they move 4 or less systems away, it takes 1 turn. 5 or more systems and it takes 2 turns "traveling." You would place the paper on the build que to keep track. Obviously you wouldn't use it to move 1 system away - standard movement rules still apply. I don't get to play as often as I like, or with experienced players, so I likely won't get to test this out too well. But I think it would add an interesting surprise element! The Rebels can move units across the galaxy better and even conduct surprise attacks, and the Imperials can search for the base (it's annoying to drag a fleet down to Endor then get it out again). What do you guys think?
  3. I have only played a few games, but I'm toying with the idea of adding a hyperspace component. Either player takes a leader and hyperspace eligible units from one system, takes the units and the leader off the board for 1-2 turns, writes down the destination but the other player can't see it, and then they are placed during the refresh phase at the destination (which can be anywhere on the board). I'm thinking if they move 4 or less systems away, it takes 1 turn. 5 or more systems and it takes 2 turns "traveling." You would place the paper on the build que to keep track. Obviously you wouldn't use it to move 1 system away - standard movement rules still apply. I don't get to play as often as I like, or with experienced players, so I likely won't get to test this out too well. But I think it would add an interesting surprise element! The Rebels can move units across the galaxy better and even conduct surprise attacks, and the Imperials can search for the base (it's annoying to drag a fleet down to Endor then get it out again). What do you guys think?
  4. I'm also toying with the idea of hyperspace. Either player takes hyperspace eligible units, takes them off the board for 1-2 turns, writes down the destination but the other player can't see it, and then they are placed during the refresh phase at the destination (which can be across the board). Adds an interesting surprise element! But I can't decide if it should be for 1 or 2 turns "traveling."
  5. I play with the AT-AT counting as 2 units for transport purposes. It's more realistic and based on what is directly shown in SW Rebels (the assault carrier could only carry 2 AT-ATs).
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