Galactic Campaign

By Khyros, in X-Wing

So, I know several of these things have come up before about how to make a campaign over several weeks/months of playing. I've for the most part ignored them, but I'm getting interested in starting one up myself finally, so I drafted up some rules and whatnot. It's heavily based on Empire at War, using its map, and based on its fleet building system. The idea is that there are only two factions, so players would be teamed up. This would allow for player flexibility in case someone new wants to join, or someone didn't show up one week.

CampaignMap_zpsc0056b8f.jpg Map of the galaxy, Yellow denotes the hyperspace routes available.

I typed up the first draft of the rules in word, so hopefully it translates well via copy+paste. Any thoughts / suggestions would be great!

X Wing Miniatures Galactic Campaign

Overview: The galaxy is in conflict. The Empire has brought stability and security to the galaxy, but at what cost? A Rebellion has raised up against the Empire, claiming that freedom is worth more than the security offered by the Empire. Planets support both sides by providing resources and safe havens for the fleets to refuel and repair. Conquer planets one by one to restore the Empire or to establish a galactic Democracy!

Setup : A faction can be controlled by any number of people, who may make decisions via any method they choose. Each faction starts with three planets loyal to their cause.

Starting planets

Rebel

Yavin 4

Dantooine

Bonadan

Empire

Hoth

Bespin

Atzerri

Each Rebel planet starts with two Red Squadron X wings, each with a Proton Torpedo and either an R2 or R5 in orbit. Each Imperial planet starts with 4 Black Squadron TIE Fighters in orbit. Planetary forces will be tracked in the excel sheet. Each faction has the choice of naming one of the planets their home base. All units produced at the home base are half cost (rounded down).

Galactic Conflict Phase : Each faction is awarded 5 galactic points for each planet it control. These points must first be spent on repairing any damaged unit. A unit costs in galactic points, half of its squad points rounded down to repair. If it is a named pilot, it costs an additional galactic point for bacta. Ship repair is not optional. If the faction does not have enough points to repair all units, the units are still considered fully repaired, but the faction does not have points to spend. Furthermore, any named pilots and upgraded generics are considered to have died, all ships are now piloted by the cheapest pilot. Upgrades that can no longer be equipped are removed from play. Remaining points can be spent in any combination of the following:

1) Build new ships. This is done by paying galactic points equal to the lowest pilot skill of that ship. For example, building a new A wing costs 17 points, and a Prototype Pilot is built. You cannot immediately build a Green Squadron Pilot for 19 points. Units can be built at any planet currently controlled as long as the opposing faction is not currently orbiting the planet.

2) Promoting units. This is done by paying galactic points equal to the difference between the current level of ship and the next level. Once the unit has reached the highest generic level, it may be promoted into any named pilot. For example, a Prototype must first be promoted into a Green Squadron Pilot, costing 2 points, but it cannot be promoted to Arvel. However, a Green Squadron Pilot can choose to promote to Arvel for 4 points, or Tycho for 7 points. A unit that was just created cannot be promoted on the same turn. A unit may not be promoted more than once per turn.

3) Purchasing upgrades for units. This is done by paying the galactic points equal to the cost of the upgrade. One may upgrade a slot already occupied, but it overrides the previous upgrade. For example, a B wing with an Ion Cannon can purchase a Heavy Laser Cannon for 7 points. It will now have an HLC. If it wants an Ion Cannon again, it must repurchase the Ion Cannon for 3 points. Units that were just created cannot have upgrades added on the same turn.

4) Moving fleets between planets. For 5 points, a fleet may move from one planet to another that is directly connected via a hyperspace path. A fleet may not move more than once per turn. A fleet can be made up of any number of ships, but they must all move from the same planet to the same planet. Any number of fleets can move during a turn to or from any planet.

5) Conquering a planet. For 10 points, any planet that has friendly forces in orbit and does not have any enemy forces in orbit can be conquered.

6) Storing points for future turns. Any unspent points will remain.

After both factions have secretly decided their actions, they will reveal to everyone what they are doing. This is considered to happen simultaneously, so one faction cannot change how points are spent based on what the other faction did. Furthermore, both factions execute their fleet movements at the same time. Nothing special occurs if they pass each other in hyperspace. If two opposing fleets end on the same planet, a Planetary Conflict occurs. Multiple planetary conflicts can occur during one Galactic Conflict. They are considered to be happening at the same time.

Planetary Conflict Phase: A fight has broken out in orbit! If there was a fleet that was previously stationed there, that faction is considered to have initiative regardless of fleet size. If both factions moved fleets to the planet, then the lower squad total has initiative. In the case of a tie, a coin flip is used to determine initiative. Planetary Conflicts are resolved in the same manner as a typical fight with the following exceptions:

1) The units deployed are the units in the fleet, regardless of point total. Fights always occur on a 3x3 table with 1 set of asteroids.

2) If a unit flees off of any edge of the battle, it is considered to have retreated. Retreated units are not destroyed. Instead, they can travel along a hyperspace path to an adjacent allied planet. If there are no allied planets connected, the unit is considered destroyed. If the planet the unit retreated to is lost due to simultaneous planetary conflicts, the unit may not participate in the other battle. Furthermore, if the planet is conquered, the unit is considered destroyed.

3) If at any time, the fleet is so large that there are not enough ship models to play all at once, the additional units may be considered “reinforcements” and join the battle after a unit is destroyed or fled from the fight. For example, if the Empire only has 12 TIE fighters at their disposal, but their fleet contains 16 TIE fighters, the first 12 will be deployed immediately at the start of combat. When one of them dies/flees, at the start of the next round, when the PS of the replacement TIE comes up, it can be placed in the original deployment zone and immediately preform its maneuver and action.

The winner of the Planetary Conflict is given the opportunity to immediately conquer the planet for 10 points if it does not currently own the planet. If the person does not have the points available, the affiliation does not change, even if there are no units of that affiliation in orbit.

At the conclusion of all the planetary conflicts, the galactic map is updated to show the new allegiances of the planets. Then, win conditions are checked to see if there is a victor. If there is no victor, the game begins a new turn starting at galactic conflict.

Winning the Game: If any of the following conditions are met during at the conclusion of all the Planetary Conflicts, the game is considered over and a victor is declared.

1) If the home base of a faction is capture, that faction loses. If the faction chose to not declare a home base at the start of the game, it cannot lose via this condition.

2) If all of the units of a faction are destroyed, that faction loses.

3) If one faction controls Coruscant, Yavin 4, Hoth, Nal Hutta and Thyferra at the same time, that faction wins.

4) If one faction controls 30 or more planets for 3 turns in a row, that faction wins.

If at any time, the fleet is so large that there are not enough ship models to play all at once, the additional units may be considered “reinforcements” and join the battle after a unit is destroyed or fled from the fight. For example, if the Empire only has 12 TIE fighters at their disposal, but their fleet contains 16 TIE fighters, the first 12 will be deployed immediately

Special conditions: Certain planets have special conditions that affect either the Galactic Conflict or the Planetary Conflict phases.

Coruscant Provides 20 galactic points instead 5 galactic points to the faction that controls it

Ilum Provides 10 galactic points instead of 5.

Corellia Provides 10 galactic points instead of 5.

Nal Hutta YT-1300 and Firesprays built here cost half as many galactic points as usual (rounded down)

Kuat Costs 10 galactic points to maintain, but all ships cost half as many galactic points as usual (rounded down)

Kessel Planetary conflicts occurring in Kessel’s orbit use two sets of asteroids R1 from the boarders

Vergesso Asetroids Planetary conflicts occurring in the Vergesso Asteroids use three sets of asteroids, ignore all range rules on placement

Bespin Planetary conflicts occurring in Bespin’s orbit are affected by its gravity. As such, all turns are 1 color more difficult than normal. If it was originally red, it cannot perform it.

General Notes/Rules:

Only 1 of each unique unit can be used across the entire fleet.

If a unique unit is destroyed, it cannot be rebuilt.

If a unique unit is replaced via a new upgrade, it can be rebuilt.

A unique unit can be “demoted” in order to build its upgrade card

If a unique unit is created and it’s upgrade card is currently in place, it is immediately removed

Edited by Khyros

Interesting idea. Thanks for posting it.

One comment that I immediately have after a cursory read: Where are the instructions at setup to declare a home base? The Winning the Game section mentions a home base, but I didn't see anything about that in the Setup section.

Interesting idea. Thanks for posting it.

One comment that I immediately have after a cursory read: Where are the instructions at setup to declare a home base? The Winning the Game section mentions a home base, but I didn't see anything about that in the Setup section.

Each Rebel planet starts with two Red Squadron X wings, each with a Proton Torpedo and either an R2 or R5 in orbit. Each Imperial planet starts with 4 Black Squadron TIE Fighters in orbit. Planetary forces will be tracked in the excel sheet. Each faction has the choice of naming one of the planets their home base. All units produced at the home base are half cost (rounded down).

It's listed under the setup section.

I came up with something like this myself, but never got a chance to actually play it. We have enough fun with just dog fighting that we never got around to trying out the campaign.

3) Purchasing upgrades for units. This is done by paying the galactic points equal to the cost of the upgrade. One may upgrade a slot already occupied, but it overrides the previous upgrade. For example, a B wing with an Ion Cannon can purchase a Heavy Laser Cannon for 7 points. It will now have an HLC. If it wants an Ion Cannon again, it must repurchase the Ion Cannon for 3 points. Units that were just created cannot have upgrades added on the same turn.

Just out of curiosity, but was there a reason for not having an inventory/stockpile that would allow you to keep armaments that were purchased and thus if you built a new b-wing you'd have access to that previously purchased ion cannon as opposed to discarding it? I understand if you buy APTs and fire them then they're gone and have to be repurchased but for systems upgrades it seems like it would be worth a thought to retain modifications unless that ship was lost

3) Purchasing upgrades for units. This is done by paying the galactic points equal to the cost of the upgrade. One may upgrade a slot already occupied, but it overrides the previous upgrade. For example, a B wing with an Ion Cannon can purchase a Heavy Laser Cannon for 7 points. It will now have an HLC. If it wants an Ion Cannon again, it must repurchase the Ion Cannon for 3 points. Units that were just created cannot have upgrades added on the same turn.

Just out of curiosity, but was there a reason for not having an inventory/stockpile that would allow you to keep armaments that were purchased and thus if you built a new b-wing you'd have access to that previously purchased ion cannon as opposed to discarding it? I understand if you buy APTs and fire them then they're gone and have to be repurchased but for systems upgrades it seems like it would be worth a thought to retain modifications unless that ship was lost

Yeah, actually, I should add something about ordnance. I meant to do that and forgot - I'm thinking paying 1-2 galactic points for the PT / missile... To signify some sort of cost to using them, but 4 points for a disposable weapon isn't realistic either.

As for HLC replacing Ion... or R2D2 replacing R2F2 or whatever... I went back and forth between "keeping inventory" or "giving a discount" or "discarding it." I didn't want to give a discount because then it encourages continuous refits based on what you see coming your way, and that's not representative of true combat. As for keeping inventory, that would be more representative, but I decided against it due to complexity reasons. It would mean that in addition to tracking what ships+upgrades are on which planet, I would have to track what upgrades are purchased but unused.

A thought I had but decided to hold off on (but would like to put it in for V2.0) would be to have to capture planets to get access to certain tech. So the Rebels would start with Y wings and Z95s, and then when they captured... some planet, they would get access to building X wings. And then capturing Nal hutta would allow you to build YT or Firespray while you control it, so only one of them could be built at a time. It would add another element of "do I spend my points now on Z95 or do I hold back, stockpile points, and build X wings when I can." If I did that approach, I could add upgrades, either in quantity (you captured Kuat and found 5 HLCs you can refit your B wings with!) or along the lines of "You found specifications for building HLCs." If I went with a system like that, you would have to track inventory anyways, so the refit with an Ion cannon would just put the HLC back in your general supply of equipment.

Edited by Khyros

I like this idea a lot. I have a few questions about getting/using galactic points. Does every planet you control give you points each turn? Do you have to spend your points to fix ships damaged in the previos match? 2pts per hull/shield seems high if so.

I like this idea a lot. I have a few questions about getting/using galactic points. Does every planet you control give you points each turn? Do you have to spend your points to fix ships damaged in the previos match? 2pts per hull/shield seems high if so.

Yes, every planet is to give 5 points, except the few that are listed as exceptions at the bottom. I was debating between 1 and 2 points, but I felt like 1 would be too cheap and punishing if you actually let a ship die. The difference between a 1 hull remaining X wing and a dead X wing would be 17 points, even more if the X wing was upgraded. Putting it at 2 points makes it 21 vs 8, which is still a large difference - I might want to make it 3 points to repair to put it at 12 vs. 21... And TIEs would be 6 vs 12. Though then it starts hurting B and Y wings, repairing them would cost 21 points, where as a new one would cost 22/23 (assuming a turret). Herrmmm... Maybe you don't pay for shield repairs since they would regenerate? But I feel that would favor the Rebels. Or maybe each damaged ship costs 8 points to repair. Period. Thoughts?

I like this idea a lot. I have a few questions about getting/using galactic points. Does every planet you control give you points each turn? Do you have to spend your points to fix ships damaged in the previos match? 2pts per hull/shield seems high if so.

Yes, every planet is to give 5 points, except the few that are listed as exceptions at the bottom. I was debating between 1 and 2 points, but I felt like 1 would be too cheap and punishing if you actually let a ship die. The difference between a 1 hull remaining X wing and a dead X wing would be 17 points, even more if the X wing was upgraded. Putting it at 2 points makes it 21 vs 8, which is still a large difference - I might want to make it 3 points to repair to put it at 12 vs. 21... And TIEs would be 6 vs 12. Though then it starts hurting B and Y wings, repairing them would cost 21 points, where as a new one would cost 22/23 (assuming a turret). Herrmmm... Maybe you don't pay for shield repairs since they would regenerate? But I feel that would favor the Rebels. Or maybe each damaged ship costs 8 points to repair. Period. Thoughts?

I do not really like a set point cost because it hurts low value ships and helps high value ships. Maybe just make it half the cost of the base version of the ship rounding upgt plus 1pt(bacta for an injured pilot or whatever) so a damaged Howlrunner would cost 6(half the cost of an Academy Tie) plus 1(for medical supplies) for a total of 7. A damaged Wedge Antilles would cost 11(half of a Rookie xwing rounding up) plus 1(meds) for a total of 12. If a faction does not have enough points to pay for the meds that pilot dies and they just get the base model.

I love it.

Call Technology Investment

I have some advice, rather then keeping track of each ships, upgrades and such. Maybe double or Triple the cost of each then allow teams to unlock them with Galactic Points. Then, before each battle you can decide how to equip each ship based on each ships upgrade bar and the items you have unlocked.

So if you have unlocked several Astromech droids, you could have any combination in your squad of X-wings, etc

Also, for items that cost 0, Make them cost 5.

That would help and keep it easy to keep track of.

?

Also, if no enemy force is over a planet all you have to do it pay 10 to control it , correct?

Edited by eagletsi111

I love it.

Call Technology Investment

I have some advice, rather then keeping track of each ships, upgrades and such. Maybe double or Triple the cost of each then allow teams to unlock them with Galactic Points. Then, before each battle you can decide how to equip each ship based on each ships upgrade bar and the items you have unlocked.

So if you have unlocked several Astromech droids, you could have any combination in your squad of X-wings, etc

Also, for items that cost 0, Make them cost 5.

That would help and keep it easy to keep track of.

?

Also, if no enemy force is over a planet all you have to do it pay 10 to control it , correct?

I like the unlock idea... Pay 21 points to unlock one HLC and then you can use 1 of it during the turn... and if that ship dies, it loses the 21 point upgrade as well... herm... Now I'm not sure I like it, because it basically makes your B wing cost 42+ points if it dies. And then if you say that it isn't destroyed when the ship dies... I suppose that could work, but it would seem strange to me: "You lost your B wing, but we managed to recovery the heavy laser cannon from it, and it's fully functional!"

As for capturing a planet without enemy forces - you must have your force in orbit, and then pay 10 points. The main reason I have people paying to capture is two fold. I figure that there's some sort of politics that has to be played in order to get them to join you - either by force or by persuasion. Either way, it requires resources. But more importantly, it should provide strategy at the beginning of the game. Each person only starts with 3 planets, and lots in between. Obviously the easiest way to win is through attrition of the other team, so you need to capture more planets than them. And there are also special planets in the middle (Kuat and Coruscant) which are worth quite a bit more than a usual planet. So, do you spend essentially 15 points to capture a new planet (5 to move, 10 to capture) or do you build another X wing so your forces can wipe out the others?

And then once the fight is well on the way, I figure it gives you an incentive to not spend everything you make every turn, since you'll want those 10 points in reserve to immediately capture any planet you just attacked to deny your opponent an additional 5 resources, and to provide you with an additional 5 at the start of the turn.

I like this idea a lot. I have a few questions about getting/using galactic points. Does every planet you control give you points each turn? Do you have to spend your points to fix ships damaged in the previos match? 2pts per hull/shield seems high if so.

Yes, every planet is to give 5 points, except the few that are listed as exceptions at the bottom. I was debating between 1 and 2 points, but I felt like 1 would be too cheap and punishing if you actually let a ship die. The difference between a 1 hull remaining X wing and a dead X wing would be 17 points, even more if the X wing was upgraded. Putting it at 2 points makes it 21 vs 8, which is still a large difference - I might want to make it 3 points to repair to put it at 12 vs. 21... And TIEs would be 6 vs 12. Though then it starts hurting B and Y wings, repairing them would cost 21 points, where as a new one would cost 22/23 (assuming a turret). Herrmmm... Maybe you don't pay for shield repairs since they would regenerate? But I feel that would favor the Rebels. Or maybe each damaged ship costs 8 points to repair. Period. Thoughts?

I do not really like a set point cost because it hurts low value ships and helps high value ships. Maybe just make it half the cost of the base version of the ship rounding upgt plus 1pt(bacta for an injured pilot or whatever) so a damaged Howlrunner would cost 6(half the cost of an Academy Tie) plus 1(for medical supplies) for a total of 7. A damaged Wedge Antilles would cost 11(half of a Rookie xwing rounding up) plus 1(meds) for a total of 12. If a faction does not have enough points to pay for the meds that pilot dies and they just get the base model.

As for the repair cost, I love it. Half the cost of the base ship (rounded down since everything else is rounded down - the main reason I said that was to make a difference between the X and B wings, though play testing might end up showing it should be rounded up since two TIEs will cost 12 to repair, and 1 X wing will only cost 10), 1 point additional for a named pilot. I'm officially changing it to that.

You could also turn it from a 2 faction game to as many as you want/can get to play along. Each player is his or her own nation with say 1 planet to start and a pool of starting points, and then yuo basically play as per your rules, but when one nation is conqured, instead of that nation dissappearing al together, they just simply join the nation that captured them, it would be a nice expansion idea in my opinion anyway.

I love it.

Call Technology Investment

I have some advice, rather then keeping track of each ships, upgrades and such. Maybe double or Triple the cost of each then allow teams to unlock them with Galactic Points. Then, before each battle you can decide how to equip each ship based on each ships upgrade bar and the items you have unlocked.

So if you have unlocked several Astromech droids, you could have any combination in your squad of X-wings, etc

Also, for items that cost 0, Make them cost 5.

That would help and keep it easy to keep track of.

?

Also, if no enemy force is over a planet all you have to do it pay 10 to control it , correct?

I like the unlock idea... Pay 21 points to unlock one HLC and then you can use 1 of it during the turn... and if that ship dies, it loses the 21 point upgrade as well... herm... Now I'm not sure I like it, because it basically makes your B wing cost 42+ points if it dies. And then if you say that it isn't destroyed when the ship dies... I suppose that could work, but it would seem strange to me: "You lost your B wing, but we managed to recovery the heavy laser cannon from it, and it's fully functional!"

As for capturing a planet without enemy forces - you must have your force in orbit, and then pay 10 points. The main reason I have people paying to capture is two fold. I figure that there's some sort of politics that has to be played in order to get them to join you - either by force or by persuasion. Either way, it requires resources. But more importantly, it should provide strategy at the beginning of the game. Each person only starts with 3 planets, and lots in between. Obviously the easiest way to win is through attrition of the other team, so you need to capture more planets than them. And there are also special planets in the middle (Kuat and Coruscant) which are worth quite a bit more than a usual planet. So, do you spend essentially 15 points to capture a new planet (5 to move, 10 to capture) or do you build another X wing so your forces can wipe out the others?

And then once the fight is well on the way, I figure it gives you an incentive to not spend everything you make every turn, since you'll want those 10 points in reserve to immediately capture any planet you just attacked to deny your opponent an additional 5 resources, and to provide you with an additional 5 at the start of the turn.

I like this idea a lot. I have a few questions about getting/using galactic points. Does every planet you control give you points each turn? Do you have to spend your points to fix ships damaged in the previos match? 2pts per hull/shield seems high if so.

Yes, every planet is to give 5 points, except the few that are listed as exceptions at the bottom. I was debating between 1 and 2 points, but I felt like 1 would be too cheap and punishing if you actually let a ship die. The difference between a 1 hull remaining X wing and a dead X wing would be 17 points, even more if the X wing was upgraded. Putting it at 2 points makes it 21 vs 8, which is still a large difference - I might want to make it 3 points to repair to put it at 12 vs. 21... And TIEs would be 6 vs 12. Though then it starts hurting B and Y wings, repairing them would cost 21 points, where as a new one would cost 22/23 (assuming a turret). Herrmmm... Maybe you don't pay for shield repairs since they would regenerate? But I feel that would favor the Rebels. Or maybe each damaged ship costs 8 points to repair. Period. Thoughts?

I do not really like a set point cost because it hurts low value ships and helps high value ships. Maybe just make it half the cost of the base version of the ship rounding upgt plus 1pt(bacta for an injured pilot or whatever) so a damaged Howlrunner would cost 6(half the cost of an Academy Tie) plus 1(for medical supplies) for a total of 7. A damaged Wedge Antilles would cost 11(half of a Rookie xwing rounding up) plus 1(meds) for a total of 12. If a faction does not have enough points to pay for the meds that pilot dies and they just get the base model.

As for the repair cost, I love it. Half the cost of the base ship (rounded down since everything else is rounded down - the main reason I said that was to make a difference between the X and B wings, though play testing might end up showing it should be rounded up since two TIEs will cost 12 to repair, and 1 X wing will only cost 10), 1 point additional for a named pilot. I'm officially changing it to that.

I think it will be interesting when 2 names characters die in the same round, but faction only has the points to save 1 of them. That will be a hard choice. I was also thinking that maybe you should charge more pts to heal a named character if they recieved a face up damage card that was a Pilot effect. Maybe one pt per face up pilot card on top of the 1 pt already to represent worse injuries. That might be too involved but just an idea.

Actually after you unlock it, any ship that can use it can be equipped with it. You only loose points in the game based on the card actual value used. So lets say you have spent 21 points on it to unlock it. Then in any battle with ships that can use it. You can equip it for the base cost as normal. So it would cost 7 as normal.

You might also want to add a way to determine squad sizes before battles:

Maybe on special planets you could add 50 points or something.

Random:

Like roll a 1d10

1-3 50 points

4-6 75 points

7-9 100 points

10+ 150 points.

Something like that.

I love it.

Call Technology Investment
I have some advice, rather then keeping track of each ships, upgrades and such. Maybe double or Triple the cost of each then allow teams to unlock them with Galactic Points. Then, before each battle you can decide how to equip each ship based on each ships upgrade bar and the items you have unlocked.


So if you have unlocked several Astromech droids, you could have any combination in your squad of X-wings, etc

Also, for items that cost 0, Make them cost 5.

That would help and keep it easy to keep track of.


?
Also, if no enemy force is over a planet all you have to do it pay 10 to control it , correct?


I like the unlock idea... Pay 21 points to unlock one HLC and then you can use 1 of it during the turn... and if that ship dies, it loses the 21 point upgrade as well... herm... Now I'm not sure I like it, because it basically makes your B wing cost 42+ points if it dies. And then if you say that it isn't destroyed when the ship dies... I suppose that could work, but it would seem strange to me: "You lost your B wing, but we managed to recovery the heavy laser cannon from it, and it's fully functional!"
Edited by eagletsi111

Actually after you unlock it, any ship that can use it can be equipped with it. You only loose points in the game based on the card actual value used. So lets say you have spent 21 points on it to unlock it. Then in any battle with ships that can use it. You can equip it for the base cost as normal. So it would cost 7 as normal.

You might also want to add a way to determine squad sizes before battles:

Maybe on special planets you could add 50 points or something.

Random:

Like roll a 1d10

1-3 50 points

4-6 75 points

7-9 100 points

10+ 150 points.

Something like that.

Once you unlock something you have the technology to remake it.

I love it.

Call Technology Investment

I have some advice, rather then keeping track of each ships, upgrades and such. Maybe double or Triple the cost of each then allow teams to unlock them with Galactic Points. Then, before each battle you can decide how to equip each ship based on each ships upgrade bar and the items you have unlocked.

So if you have unlocked several Astromech droids, you could have any combination in your squad of X-wings, etc

Also, for items that cost 0, Make them cost 5.

That would help and keep it easy to keep track of.

?

Also, if no enemy force is over a planet all you have to do it pay 10 to control it , correct?

I like the unlock idea... Pay 21 points to unlock one HLC and then you can use 1 of it during the turn... and if that ship dies, it loses the 21 point upgrade as well... herm... Now I'm not sure I like it, because it basically makes your B wing cost 42+ points if it dies. And then if you say that it isn't destroyed when the ship dies... I suppose that could work, but it would seem strange to me: "You lost your B wing, but we managed to recovery the heavy laser cannon from it, and it's fully functional!"

Interesting idea. Thanks for posting it.

One comment that I immediately have after a cursory read: Where are the instructions at setup to declare a home base? The Winning the Game section mentions a home base, but I didn't see anything about that in the Setup section.

Each Rebel planet starts with two Red Squadron X wings, each with a Proton Torpedo and either an R2 or R5 in orbit. Each Imperial planet starts with 4 Black Squadron TIE Fighters in orbit. Planetary forces will be tracked in the excel sheet. Each faction has the choice of naming one of the planets their home base. All units produced at the home base are half cost (rounded down).

It's listed under the setup section.

I was also thinking some type of bonus for controlling a planet. Perhaps a Free re-roll of any dice roll once per game or something like that. Also, if you own the planet you should always have initiative.

I was also thinking some type of bonus for controlling a planet. Perhaps a Free re-roll of any dice roll once per game or something like that. Also, if you own the planet you should always have initiative.

I think if you own the planet you should be able to choose whether you have initiative or not.