6
Capital Rules v. 1 ***This is the first draft of the Capital Starship rules. Keep in mind that I drafted these rules to apply as seamlessly as possible with the FFG rulebooks. Please provide input that is pertinent and applicable. It should always pass the common sense test. If it requires a strange new piece that is extremely complicated to build, or something not especially “Star Warsish” don’t suggest it. Lastly keep in mind that this is a CAPITAL STARSHIP! For those of you who tend to always wan to “nurf” things, be cognizant of that. When looking through stats, and abilities, if you find yourself thinking its way powerful – its because it is! The Capital is to be used as: a mission augmenter, other missions specifically to destroy it, or do capital to capital battles. Before you think about reducing certain capabilities, think of it like this “It shouldn’t be impossible to bring one down, but it certainly shouldn’t be easy…” **As it currently stands, a SD is worth a whopping 200 points not including any fleet pilots or fleet upgrades. Think about how many fully loaded rebel fighters you could field with those points before suggesting that it be powered down. Also, a capital works best with fighter support, so you’re talking an additional 90 to 150 points of TIE fighters to add to the point match. I’m currently working on getting a MC80 Mon Cal model (about same size) that will serve as the ships opposite for fleet to fleet battles. The rebel capital will have its own set of interesting advantages and disadvantages.

XWing Capital Ship Rules v.1

Embed Size (px)

DESCRIPTION

X-wing game

Citation preview

Page 1: XWing Capital Ship Rules v.1

Capital Rulesv. 1

***This is the first draft of the Capital Starship rules. Keep in mind that I drafted these rules to apply as seamlessly as possible with the FFG rulebooks. Please provide input that is pertinent and applicable. It should always pass the common sense test. If it requires a strange new piece that is extremely complicated to build, or something not especially “Star Warsish” don’t suggest it. Lastly keep in mind that this is a CAPITAL STARSHIP! For those of you who tend to always wan to “nurf” things, be cognizant of that. When looking through stats, and abilities, if you find yourself thinking its way powerful – its because it is! The Capital is to be used as: a mission augmenter, other missions specifically to destroy it, or do capital to capital battles. Before you think about reducing certain capabilities, think of it like this “It shouldn’t be impossible to bring one down, but it certainly shouldn’t be easy…”

**As it currently stands, a SD is worth a whopping 200 points not including any fleet pilots or fleet upgrades. Think about how many fully loaded rebel fighters you could field with those points before suggesting that it be powered down. Also, a capital works best with fighter support, so you’re talking an additional 90 to 150 points of TIE fighters to add to the point match. I’m currently working on getting a MC80 Mon Cal model (about same size) that will serve as the ships opposite for fleet to fleet battles. The rebel capital will have its own set of interesting advantages and disadvantages.

Page 2: XWing Capital Ship Rules v.1

Capital Rules(General)

Phases

Phases have no change to general gameplay, Capitols are simply an added part to each phase

Ex: Planning (no change)

Movement (all fighters move, then capitals based on initiative.

Action (all fighters declare their actions, then commanders declare any fleet actions.)

Attack (all fighters attack based off normal rules of pilot ability, then capitols attack based off another initiative roll.

Movement No Dial is needed for the Capitals. Commanders may choose on the spot. To simulate the bulkiness and massiveness that a capital would inherently possess, no pilot value is needed. They are simply Capitals They will always move (and shoot) last. Basic movement is based on the template and will only use the length of the measure stick for the total movement.

Ex: Forward - template is place and the base of the tip of the ship, and the ship moves only the length of the template, then remove it.

Ex: Yaw - To bring the capital about, place the easy 1 left or right, on any position Forward of the front batteries. Move the ship on the path of the template using the furthest aft portion of the ship as a pivot point and remove the template.

Idling - Choose no movement this turn

InitiativeCapitals always move and attack last. When other capitals are present, capitals must roll for initiative on both movement, and attack.

Initiative is rolled for movement and attack after the fighters have all completed their appropriate turns. Players will roll 4 die. Whoever rolls more wins initiative. Various bonuses can be applied through fleet pilots.

Hard pointsAll sections: hangar, bridge, shield generators left and right, missile bays, and each individual battery is a hard point. These are targetable, and destroyable based off of their individual stats. Each section has a defense roll of 1 die*. The Hangar bay, Bridge, and shield generators have specific effects to the ship if destroyed. Once all hard points are destroyed, the Capitol is completely destroyed and removed from the sector.*this is to simulate the inherent unknown conditions of combat. It should not be seen as the hardpoint “evading” an attack, but rather simulate the chance or unknown problems of combat regarding your projectile or lazer blast not hitting the target. Use the same evade symbol on the defense die to cancel any hits as per normal rules.

Fighter interactionFighters may move on the base of the Star Destroyer with no penalties, this simulates the fighter simply flying above or below the capital. When the capital moves with fighters on its base, use your best judgment to slide the base underneath the fighters, so they remain in place.

Fleet Actions & Fleet PilotsOnly fleet pilot cards and upgrade cards signified by a or can be put on capitals. The pilots may have passive abilities that apply or require an action. Fleet actions are carried out after the ship moves just like fighters. Capitals have only 1 fleet action per turn unless a fleet pilot provides a specific bonus

Page 3: XWing Capital Ship Rules v.1

Capital Rules(General)

AttackingBatteries and missile bays attack as per normal rules if ships are within range and in the firing arc. Each battery and missile bay gets one attack per attach phase. The obvious danger areas are broadside of the Star Destroyer. Conversely, fighters may attack any hard point that they can reach. For the batteries, they can be hit if any point of the fighters measuring stick can touch the base of the firing arc of the laser battery targeted. For all other hard points, it is if the fighters can reach any point of the bold green line designated for that hard point.

Attacking Cont’• Critical hits are not applicable from fighters to Capital – they are simply two

points of damage. Crits are applicable from Capital to fighters however, and are assigned per normal rules in the form of drawing damage cards face up.

• Range bonuses are reversed for the laser batteries. Ex: At range 3, attacker gets a bonus die, at range one, defender gets a bonus die. This simulates the effectiveness of larger cannons at a range allowing them to build their power, and the elusiveness of fighters and the difficulty to track them at closer range.

• Missile bays require no target lock.* They simply name a target within acceptable range and fire. A capital has an infinite amount of missiles. Proper rules per the Concussion missile and proton torpedoes towards dice rolls apply.

*A capital ship, with its immense amounts of sensory equipment would be able to instantaneously track all ships within the sector, and wouldn’t need a target lock, per ship if it wished to fire on it.

Missile bays are 360deg, and therefore can be targeted 360 degrees. The other hard points that may be targeted this way are the shield generators, bridge, and hangar bays. The exception are the laser batteries.For example: Below, the Rebel fighter positioned here may fire at the front battery L, mid-ship battery L, the hangar bay, the Forward Concussion missile bay, and the Ion battery L, but he may NOT target the forward battery R, or mid-ship battery right even though they are within his arc.

Destroyed Hard PointsWhen another ship destroys a hard point, it is destroyed immediately.

Batteries and missile bays - do not get to return fire

Hangar bay – no longer perform its functions, any fighters that were inside are destroyed

Shield deflectors – immediately loose the ability to recharge shields on hard points

Bridge – All fleet pilot abilities and fleet actions can no longer be used. The ship can however continue to utilize its movement*

*While the captain would have been killed, it can be assumed that numerous staff positions and portions of the ship that can assume basic controls would still exist.

Page 4: XWing Capital Ship Rules v.1

Capital Rules(Special)

Hangar BayCapital Star ships have the ability to hold fighters within.

To dock, a friendly fighter must perform a green action that makes his final position within range one of the hangar bay. The fighter then uses his action to dock with the capital. Remove the fighter from the sector and place him on the hangar bay section of the Capital card. The fighter is no longer targetable while docked.

Repair / rearm / recharge - Once inside, on the next action phase he (the fighter) may choose to do one of the following using his action again:Recharge 1 shield point (if applicable), Remove 1 face down damage card, Flip 1 face up damage card, Load 1 weapon card (that was previously fired)*

To Disembark: on the next planning phase, assign the fighter a movement dial as per normal rules. In the correct order of pilot skill, place the moving template at one of the four cardinal directions of the hangar bay edges and place the fighter on the other end. • You may have as many fighters docked as you have spaces

• Fighters may spend as many turns in the hangar bay as they wish• You may disembark as many fighters that there is room for**• Fighters that just disembark may use no action this turn, and cannot

fire***

* This prevents players from fielding fighters with no weapon cards to save on points, and adding them later. ** If you plan poorly, and have fighters overlap one another, the fighter that would “run into” the other one is simply returned to the hangar and has to wait the next turn to disembark*** Docking provides a tremendous advantage to whoever owns the capital. The process however, to dock a fighter, repair it, then disembark it, essentially takes several turns. This can be tactically exploited. The intent behind it taking several turns is to prevent the process from becoming abused and providing a overwhelming advantage.

Page 5: XWing Capital Ship Rules v.1

Capital Rules(Special)

Shield GeneratorsSome larger Capitals have the ability to recharge hard points, including the shield generators points

themselves.

The Class I Star destroyer has two hard point shield generatorsShield generators allow you to recharge one shield point value, per generator, per turn, for each hard point, Recharging requires a fleet action to be declared on the action phase.

For example: After the attack phase, rebel fighters damage the bridge with two points of damage reducing its shields to 2 from 4. They also concentrated fire on the proton torpedo bay and the mid-ship battery R for 3 damage each, resulting in loosing all shields and receiving 1 damage for the battery and the missile bay.

On the next action phase, the commander may declare that he wants to utilize the deflector shields. Since both deflectors are still up, two shield tokens may be recharged, per each hard point. This is done immediately after declaring the action. Afterwards the command card will look like this.

• When a shield generator is destroyed, the value to recharge goes down by one. When both are taken out, the ability to recharge is taken away. However, whatever shield points that were in place on remaining hard points, still remain until fully destroyed.

Page 6: XWing Capital Ship Rules v.1

Capital Rules(Additional)

Administrative

Captain Kurghee

Fleet Action:Your docking procedures are expedited: Fighters that are docked may perform two actions for the cost of one.

Captain Needa

you may move an additional 1 movement of your choice after your first chosen move. You may also target asteroids or freestanding debris on the map with turbolasers – treat them as having 1hull , and 1 defense die. If destroyed, remove from playing field

Intensify the forward firepower!!!

Fleet Action:On your next attack, all batteries may re-roll any of their blank results.

• Most players will not have enough shield tokens to display the full charge of the Star Destroyer. Use the number markers since most people will have an excess of these.

• For damaged hard points, use the damage cards to tally the hull damage as needed.

• For points that are completely destroyed, utilize the critical tokens or stress tokens.

Tractor Beam

Fleet Action:Target a fighter or medium ship within range 2 of the hangar bay. Roll 1 die for every maneuver point the targeted ship has. If you roll all ship is captured. (out of play)

*this uses one of your hangar slots.

Fleet Actions card count as a fleet action and have to be declared at the start of the action phase for the capital starship. If the Bridge is destroyed, these are turned face down and cannot be used.

Fleet Pilot cards can have either active or passive abilities. These are also turned face down if the bridge is destroyed, and can no longer be used.