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TheSoberPug

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Everything posted by TheSoberPug

  1. I did not mean to make a second post...
  2. So I know most expansions people have come up with are either just expanding on the original game or the clone wars, but I’ve been thinking of one that takes place after the battle of Endor- the emperor died and so you have the greater maldrood, the pentagram alignment, etc. while the New Republic is just trying to hold on what they have. Instead of having teams, each player would take on a different faction, and you would have post-Endor units/leaders as well.
  3. So I know most expansions people have come up with are either just expanding on the original game or the clone wars, but I’ve been thinking of one that takes place after the battle of Endor- the emperor died and so you have the greater maldrood, the pentagram alignment, etc. while the New Republic is just trying to hold on what they have. Instead of having teams, each player would take on a different faction, and you would have post-Endor units/leaders as well.
  4. It seems that no matter what we do, they’ll never give us what we want...
  5. This is just an idea I’ve come up with. I could use some advice for the final copy. Thanks! P.S. it uses the X-Wing Dice Objects of the Game- The City, the last refuge of humankind is on its last legs. It is up to the dwindling number of guardians to protect it from the Fallen, Hive, Cabal, and the Vex, the savages of the galaxy. How to Win- For the City player to win, they must keep the city from falling for 20 turns. For the Fallen, Hive, Cabal, or Hive to win, they must have at least one friendly unit in the City and there must be no enemy units in the city until the end of the turn. Phases- There are there are phases in For the City- the Mission Phase, the Movement Phase, the Battle Phase, and the Recruitment Phase, in that order. Mission Phase- In this phase, the player in command of the city may assign guardians to different missions and raids. Only one guardian may be assigned to a mission unless said otherwise. Up to three guardians may be assigned to raids. Missions and raids give bonuses to the city player, allow them to sabotage other players, and destroy key targets that would normally be out of their reach. At the beginning of each round, the city player gains 1 mission card, up to a max of 5 missions cards. If the number of mission cards ever exceeds 5, the city player must discard mission cards until he only has 5. Every time the city player wins a battle, they may gain 1 raid card, up to a max of 3. If the number of raids ever exceeds 3, the city player must discard raid cards, until there are only three. The Movement Phase- In this phase, all units may move to an adjacent space on a planet. The order in which units move is decided by speed. The units with the lowest speed go first and the units with the highest speed go last. A unit cannot travel to a different planet unless it has the keyword “orbital.” Adjacent planets are identified by blue lines. To travel to a different planet, the unit must be on a space port hex. The Battle Phase- In this phase, if there are units of different armies in the same space (a Cabal Psion and a Fallen Vandal, for example), they must initiate a battle. To fight a battle, you must combine the attack values of all friendly units participating in the battle. The combined value is the number of dice you roll. There are three results on attack dice and three results on defense dice- Attack- Hit- Counts as one damage. If the number of damage rolled exceeds the target unit's health, that unit dies and is removed from the board. Focus- Does not have any effect. Many keywords and card mention focus results and even more modify them. Blank- Has no effect. Defense- Evade- Cancel one damage dealt to the unit being attacked. Focus- Does not have any effect. Many keywords and card mention focus results and even more modify them. Blank- Has no effect. Before you roll your dice, you must choose a target. That target rolls defense dice equal to its defense value. After rolling, if the damage dealt to that target exceeds the targets health, that unit dies. The player who has the unit with the highest speed attacks first. If both players have a unit with the highest speed (for example, if the highest speed unit for 1 faction has the same speed as the other factions highest speed unit), the players do a simultaneous attack. This means that they both roll attack dice and they both roll defense dice at the same time. Repeat this process until the battle ends. The battle ends when all units of one faction are destroyed. Instead of attacking, a player may decide to retreat. They can retreat to any adjacent space except for the space where the units they were just fighting moved from to get to the space where the battle was fought. Recruitment Phase- In this phase, you may use the glimmer you are being supplied by your bases to construct new units and bases. If you are playing as the Fallen, Hive, Cabal, or Vex, if you are constructing a new unit, you may choose the unit you are building. If you are playing as the City, you must draw a card from the guardian deck when you construct a guardian but you may choose to make other units as well. If you are building a base as any of the factions, you may look through your building deck and choose a base to build. Every base provides a certain amount of glimmer. Each base and unit costs a certain amount of glimmer. When you construct a base or unit, you spend glimmer (for example, if you buy a unit that costs two glimmer and you have 4 glimmer, you can only spend 2 more glimmer that turn). All of your glimmer is restored at the beginning of each round. When constructed, units must be placed on a space containing a friendly base. When constructed, bases must be put on a space containing a friendly unit (they may not be placed on other bases). Starting Bases and Units- Every player starts with a base. Every starting base is drawn randomly from your factions base deck. You may not look at the card you are picking. Once you draw it, you may place it on one of 5 planets, depending on your faction. If you are the Cabal, you must place it on Mars, if you are the Fallen, you must place it on Earth, if you are the Hive, you must place it on the moon, if you are the Vex, you must place it on Venus, and if you are the City, you must place it on the City (Unless it is the tower space, the city may not have bases on it when it is controlled by the City). Starting units must be placed either on your base or adjacent to your base. The Fallen start with 5 Dregs, 1 Vandal, and Kilix Prime. The Vex start with 3 Goblins, 2 Harpies, and Zydron. The Hive start with 8 Thralls and Crota. The Cabal start with 3 Legionnaires, 1 Phalanx, and Dominus Ghaul. Destroying Factions- A faction is destroyed when it no longer has any bases left and therefore does not have access to glimmer. To destroy bases, you must have a friendly unit on an unfriendly base at the end of a round. There must be no enemy units on the base. If there are enemy units on a base, the owner of that base cannot place newly constructed units on that base. I think each each faction will have a faction bonus. The fallen bonus will probably have something to do with glimmer, the hive willl have something to do with swarming enemy units (in other words, it will have something to do with them having 1,000,000,000 thralls). The cabal will choose their legion and the Fallen will choose their house. Also, I could use ideas for new expansions. I’m thinking I’ll do an engram one, a taken one, a awoken one, and one where you can make your own guardian (I’m still trying to figure out how to balance that one) THANKS!!!!🤗
  6. I didn’t split mine into task forces. I just made it all one fleet- Sun Crusher xInfinity
  7. For my own fleets, why did you put Admiral Piett on the Interdictor rather then the Imperial 2 Class StarDestroyer (I’m just wondering because the Star Destroyer has more health)
  8. I never thought of that... Also, I normally don’t play by tournament rules with my friends. I don’t think I’ve ever played in a tournament. When we play, we just field as many as we want.
  9. This is really just a troll build and I don’t really plan on ever using it but i want to know if it could actually work. The idea is to use the officers to maybe keep the GR-75’s alive and then, once your opponent is done with all their ships, you can just annihilate them with around 7 GR-75 shots. Commander- General Cracken GR-75 Combat Retrofits 6x (18x6=108) Disposable Capacitors (3x6=18) Total=126 GR-75 Combat Retrofits 2x (18x2=36) Disposable Capacitors (3x2=6) Engineering Captain (2x5=10) Total- 52 Hammerhead Scout Corvette (41) General Cracken (26) Slaved Turrets (6) Total= 73 GR-75 Combat Retrofits (18) Lando Calrissian (4) Disposable Capacitors (3) Total- 25 GR-75 Combat Retrofits (18) Walex Blissex (5) Disposable Capacitors (3) Total- 26 GR-75 Combat Retrofits (18) Major Derlin (7) Disposable Capacitors (3) Total- 28 Total Point Cost- 396 Objectives= Undetermined
  10. The way I normally make sure I’m getting enough squadrons is to put 3 ships in my fleet, upgrade them very lightly, putting only what is neseccary (I know I spelled that wrong) on them then getting all the squadrons you want. After you get a sufficient number of squadrons, you can go back to upgrading/adding new ships. This normally works unless your having something crazy like triple MC’s or something in which case you probably won’t have any squadrons no matter what.
  11. I didn't understand any of that math, but I think I get what you're saying. Thanks!
  12. Hi guys! I love sato so here's a fleet with him. Just some notes, my bid is so big so that I can immediately get advanced gunnery and I didn't really think anymore upgrades were needed. I only put in 5 Z-95's because with expanded hangar bays, the MC-80 can carry all of them. Commander- Commander Sato Objectives- Assault- Advaned Gunnery Navigation- Minefield Defense- Contested Outpost MC-80 Command Cruiser (106)- Commander Sato (32) Weapons Liaison (3) Expanded Hangar Bays (5) Enhanced Armanment (10) Electronic Countermeasures (7) Home One (7) CR90 Corvette A (44) Lando Calrissian (4) Slaved Turrets (6) Fighter Coordination Team (3) Electronic Countermeasures (7) CR90 Corvette A (44) Walex Blissex (5) Slaved Turrets (6) Fighter Coordination Team (3) Electronic Countermeasures (7) CR90 Corvette A (44) Slaved Turrets (6) Electronic Countermeasures (7) Squadrons- 5x Headhunters (35) Total Point Cost- 391 Edit- Sorry, I'm just realizing now that this is in battle reports
  13. Thanks! I probably should’ve checked for a 2nd edition but I saw that 18$ price tag and just couldn’t resistance (sorry for the horrible pun). Anyway, I have 2 questions- 1. If I buy conversion kits for both the rebels and the empire (I plan on playing both) will I still have to buy a 2.0 core set? 2. If I were to buy expansions from 1.0, would the conversion kits allow me to use those in 2.0 (by replacing the original cards with new ones) Thankyou!
  14. Hi Guys! I played my first game of X-Wing today with my friend. We just used cards and ships from my core set. I had Epsilon Pilot and Epsilon Leader (with Epsilon Leader equipped with weapons guidance) just to keep it simple and my friend had Poe Dameron with the other three upgrades, In the first round, my Epsilon Leader flew onto an asteroid and lost one shield. Then, in the second round, Poe Dameron flew up to close range and got 2 crits on my Epsilon pilot each with a reading that said that card did 2 damage so my first tie got destroyed. That was all good but then, after that, the game was just me running away from my friends X-Wing. Sure, a few times I did some fancy maneuvers and did some damage but the game ended in a draw because it took so long since I was just running away to keep my tie from getting destroyed. In that time, I took away all Poe’s shields and my Epsilon Leader didn’t take any damage. This seems like stange gameplay because with their three agility and 5 straight maneuver, can’t TIE’s just run away and slowly whittle down the enemy?
  15. So, maybe I’m just missing something in the rules but in cinematic combat rules are lightsaber just misses? Also, if lightsabers are used by the Jedi and the Jedi are aligned with the light side of the force, shouldn’t Sith lightsabers be called darksabers because the Sith are aligned with the dark side of the force?
  16. Hi guys, there’s not much to say so her it is. By the way, I won’t be making any units or leaders I haven’t already made, which is around 24 for units and 16 for leaders. Here are the links for my other expansions- Rebel Leaders- Ashoka Tano- 1 Intel, 2 Spec Ops, 1 Small Logistics Sabine Wren- 1 Land, 1 Space, 1 Spec Ops, 2 Small Spec Ops Imperial Leaders- Agent Kallus- 2 Land, 1 Space, 2 Small Spec Ops, 2 Intel Admiral Konstantine- 2 Space, 1 Land, 1 Logistics, 1 Small Logistics, 1 Diplomacy, 2 Small Intel Rebel Leader Recruit Cards- (Sabine Wren) Hit and Run (Assignment, Spec Ops 1)- Attempt this mission in any system with units in that system. If successful, immediately begin a combat in any system with the troops in the system you attempted that mission in. After you roll your dice and apply damage, end the combat and send the troops in the combat to the system you attempted this mission in. (Ashoka Tano) Fulcrum Agent (Assignment)- Resolve this mission in any loyal system. Choose two probe cards that have already been drawn and put them anywhere in the probe deck. Imperial Leader Recruit Cards- (Agent Kallus) Whip It Out Of Them! (Assignment, Intel 2)- Resolve in any system with a captured leader in it. Draw four cards from the probe deck. (Admiral Konstantine) Evasive Maneuvers! (Special)- Use whenever the opposing player plays a tactic card. If that tactic card deals damage, you may remove any type of dice from your opponent rolls equal to the damage that card does. Rebel Units- MC80B- 1 Blue Square, 2 Green Dice, 4 Red Health, 4 Transport Value T4-B Battle Tank- 1 Yellow Square- 2 Black Dice, 1 Red Die, 3 Red Health Imperial Units- HAVw Juggernaut- 1 Yellow Square, 1 Black Die, 1 Red Die, 5 Health Speeder Bike- 1 Yellow Circle, 1 Black Die, 1 Red Health, This unit may block this first hit dealt against it. Rebel Cinematic Tactic Cards- Switch To Rockets!- You may change up to three of your black dice to red dice, ignoring any limitations (requires T4-B Battle Tank). Instead of doing this, You may change up to three of your red to black dice, ignoring any limitations. Backup Deflectors- You may play another tactic card this turn. It must have the ability to block damage. Double the amount of damage that tactic card blocks (requires MC80B). Instead of doing this, you may add 1 to the block value. Imperial Cinematics Tactic Cards- Armored Transport- Any units you own that are made with a yellow triangle cannot be damaged. They may not attack. If they do, they are no longer invulnerable (requires HAVw Juggernaut). Instead of doing this, any units made with a blue triangle that you own cannot be damaged this turn. They cannot attack this turn. Expert Maneuvering- After your opponent rolls his dice, you may force him to reroll any number of his dice (requires Speeder Bike). Instead of doing this, you may force your opponent to reroll one of his dice.
  17. https://boardgamegeek.com/filepage/131291/templates-cards-ffg-star-wars-rebellion this is the most I could find and it may not even work. I haven’t tried it yet.
  18. I’ve always wanted something like this; that’s probably why I made it. And Rahm Kota is one of my favorite characters, especially his militia
  19. I hope you Imperial scum are ready to get your butts kicked (no offense) Welcoming on to the stage, The Survivor, The Tactician, The Saboteur, THE DEFENDING CHAMPION! (Wait for applause) RAHHHHM KOTA! New Starting Setup- (For the sake of the setup, ord mantell is now a planet loyal to the empire. Add two blue triangles to Ord Mantell. For this setup only, Rahm Kota is a starting hero and the Rebel player starts with the Raid TIE Factory objective) Rebellion- 3 X-Wings, 2 Y-Wings, 2 Rebel Transports, 2 Rebellion Soldiers, 1 Flash Speeder, 1 Shield Generator (The next group MUST be placed on Dantooine) 1 Heavily Modified Venator, 2 X-Wings, 1 Rebel Transport, 2 Kota’s Militiamen, 1 Kota’s commandos. Empire- 2 AT-AT’s, 5 AT-ST 15 TIE Fighters, 10 Stormtroopers, 2 Star Destroyer, 3 Venators. Rebel Leaders- Rahm Kota- 2 Spec Ops, 1 Small Spec Ops, 2 Logistics, 2 Land, 2 Space Starkiller- 2 Spec Ops, 1 Small Spec Ops, 2 Intel, 1 Land, 1 Space Juno Eclipse- 2 Intel, 1 Small Intel, 1 Diplomacy, 2 Space Imperial Lweaders- General Rom Mohc- 1 Diplomacy, 2 Intel, 1 Logistics, 3 Space Captain Nonam- 1 Spec Ops, 1 Small Spec Ops, 2 Intel, 3 Land Rebel Recruit Cards- (Rahm Kota) Bring Me His Head! (Use whenever your opponent attempts to block damage)- When in battle, if there is a leader in command of your opponents forces, you may ignore a block of any value once. (Starkiller) Skilled Assassin (Use whenever Starkiller is opposed when attempting a Spec Ops mission)- Roll 1 extra die and temporarily remove one of the opposing leaders’ Small Spec Ops skills. (Juno Eclipse) I’m Getting You Out Of There! (Use at any time during a space battle)- You may immediately retreat, even if there is an interdictor participating in the battle. Imperial Recruit Cards- (General Rom Mohc) Construction Quota (Use at the beginning of a refresh phase)- For this turn, gain an additional two blue triangles and 1 yellow circle. (Captain Nonam) Leave No Survivors (Use when your opponent attempts to retreat)- Before your opponent retreats, attack one more time. For that attack, you may roll 6 red and blue dice instead of 5 and 4 green dice instead of 3. Rebel Units- Kota’s Militiamen- Cannot Be Built, 1 Black Die, 1 Red Die, 1 Black Health Kota’s Commandos- Cannot Be Built, 2 Black Dice, 1 Red Die, 1 Black Health Flash Speeder- 1 Yellow Circle, 2 Green Dice, 3 Black Health Heavily Modified Venator- Cannot Be Built, 2 Black Dice, 2 Red Dice, 4 Hull, 3 Transport Value Imperial Units- Venator- 1 Blue Circle, 2 Red Dice, 3 Hull, 3 Transport Value Arc Hammer- Project Unit, 1 Black Die, 1 Red Die, 4 Hull, 2 Blue Triangles (Resources) Dark Trooper- Project Unit, 2 Black Dice, 1 Red Die, 2 Black Health TIE Droid- Half Of A Blue Triangle, 1 Black Die, Half Of 1 Black Health Project Cards- The Dark Trooper Project- Send Rom Mohc to any loyal planet to resolve this. Put the Arc Hammer, 2 Dark Troopers, and 4 TIE Droids in space 2 of the build queue. Objectives- Raid Tie Fighter Factory- Play this card after you win a space battle in the Ord Mantell System. Remove 2 blue triangles from the Ord Mantell System (1 Repuation). Remove this card from the objective deck before the game starts unless said otherwise.
  20. Hi guys! I’m pretty sure the gungans and Wookiee’s of the galaxy are starting to feel left out so here it goes. before we start, there won’t be any leaders for now but I might add some? Gungan Grand Army- Gungan Warrior- 1 Triangle, 1 Green Die, 1 Black Health Faamba- 1 Orange Square, 2 Red Health, At the start of each ground combat step, draw a ground tactic card (if you have any other units or structures that have this ability, only use this ability once per ground combat step). Sullustan Regiment- Sullustan Recon Sharpshooter- 1 Orange Triangle, 1 Green Die, 1 Black Health Qaesar Fire-Class Carrier- 1 Blue Circle, 1 Black Die, 2 Red Health, 6 Transport Value Army of the Wookie Trade Guild- Wookie Warrior- 1 Orange Circle, 1 Black Die, 1 Green Die, 2 Black Health Wookie Ornithopter- 1 Orange Circle, 2 Green Dice, 1 Red Health Bothan Defense Force- Bothan Battlecruiser- 1 Blue Square, 2 Black Dice, 2 Red Dice, 3 Red Health Bothan Spy- 1 Yellow Circle, 2 Black Health, If you are the Empire, during the refresh phase, you may eliminate this unit to draw 1 extra probe card. If you are the Rebel, during the refresh phase, you may eliminate this unit to make the Empire draw 1 less probe card. Mon Calamari Rangers- Mon Cal Commandos- 1 Yellow Circle, Green Die, 1 Black Health Indigenous Military Forces- Indigenous units may only be recruited and/or built if they are loyal to the faction attempting to build them. If a system is subjagated, the Rebels may not build that planets indigenous units, even if that system is loyal to them. Cinematic Combat Space Tactic Cards- Launch All Fighters!- At the beginning of this round of battle, you may immediately deploy all fighters from space 1 in build queue. They must be deployed in this system (requires a Qaesar Fire-Class Carrier). Instead of doing this, you may deploy 1 fighter from space 1 in the build queue. It must be deployed in this system. All Power To Turbolasers!- During this round of battle, you may add 1 red, black, or green die to your attack roll (requires Bothan Battlecruiser). Instead of doin this, you may add 1 green die to your attack roll. Cinematic Combat Land Tactic Cards- Call In Bombing Run!- For the rest of this round of combat, you may choose a Y-Wing in this system and make in join this land battle. Change its health to 2 Red Health until it goes back into space (requires a Sullustan Recon Sharpshooter). Instead of doing this, For the rest of this round of combat, you may choose a Y-Wing in this system and make in join this land battle. Bomma Stampede- For every Gungan Warrior present, you may roll 1 black die against all enemy land units present (requires Gungan Warrior). Instead of doing this, you may roll 1 black die against all enemy land units present. Bothan Spy Network- You may choose an extra tactic card this combat round and force your opponent to not choose one at all (requires Bothan Spy). Instead of doing this, you may force your opponent to not choose a tactic card this combat round. Shrug It Off!- You may remove a 2 dice from your opponents attack roll (requires Wookie Warrior). Instead of doing this, you may remove 1 die from your opponents attack roll. Activate Personal Shields!- A friendly unit may block 3 damage this turn (requires Mon Cal Commando). Instead of doing this, you may block 1 hit.
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