As a fun side project, I have been quietly working on my own casual alternate rule set for X-wing. It's not necessarily intended to be a '2nd edition' but it does incorporate a lot of ideas I have had about that. I think of it more as a 'mod' like one would see for a video game. I am currently building a website for it that will act as its own squad builder and plan to release it for free to the community to use or critique (similar to what MajorJuggler is working on).
Saga Edition is aiming to accomplish a number of things:
- Operate as a free alternate-rules squad builder that does not require any new physical components to be added to the game (no new bases or dials). The FFG cardboard and models are fantastic and I want to be able to keep using them.
- Only use Canon (post Disney buyout) starships and crew. Existing old-EU pilots for Canon ships (like Dash Rendar in the YT-2400) will still be in the game, but no JM5K, no Punisher, no K-wing etc.
- Bring all of the ships and upgrades under one design paradigm that is consistent and as balanced as possible from direct community feedback. Unlike MajorJuggler's project (which I am very excited about) I am not focusing on mathematically re-balancing the existing game, but basically making a version of X-wing that focuses on theme and setting. Iconic pilots like Vader and Luke will be re-designed to be top tier (but hopefully not broken)
- Use the existing basic structure of the game (i.e. pilot skill, dice, dial reveal and action system) but alter them to account for thematic discrepancies between the game and source material.
As a disclaimer to anyone wanting to rain down negativity on me, I still love and enjoy playing competitive X-wing (though I admit that it is going through a rough patch). I am active in the tournament scene. I'm just putting this together as a design exercise and to hopefully give people another option for casual play between friends or at a store event.
Here's a preview of some rule changes that will be incorporated:
- Firing out of arc (whether primary weapon turret or secondary weapon turret) grants the defender +1 green die, much like the range 3 bonus.
- Pretty much all of the EPT cards are revisited. Some no longer exist, some have different names and slightly altered text, a few are directly ported but re-costed.
- Every ship type has a baked-in ability in addition to any pilot ability it has. For instance TIE Fighters get to re-roll one attack die if there is another friendly TIE Fighter at range 1. X-wings can perform a free boost action after they execute a green maneuver. For some ships this means that their existing auto-include title (like TIE/x1 or Special Ops Training) is now included on every pilot card. For others it means they are getting a brand new ability that brings the ship more in line with their thematic role in Star Wars (TIE Bombers are going to be the best bombers in the game for instance)
- There is a new upgrade type: Force Ability. Only a select few pilots will have it (Vader, Luke, Kyle Katarn etc.). Expertise and Rage have been moved into this category, in addition to a few new ones (don't worry, there are no rules for force pushing other ships and assigning tractor beam tokens, that's just silly).
- Munitions work very differently and are limited to less exotic varieties (no harpoon missiles for instance). Missiles will be good at hitting fighters and torpedoes will be good at hitting slow low agility targets.
- Large base ships will not have access to the boost action by and large (with a few exceptions that make boosting a hard trade-off)
- Critical hit results require 2 evade results to cancel completely. A single evade result downgrades it to a regular hit. This allows 2 dice attacks to potentially hit green dice fortresses and remain relevant. It also means that any abilities that grant critical hit results become either very expensive and/or hard to use (i.e. no more mangler cannon). It also allows for critical hit results to represent accuracy in the design space instead of raw damage output.
- Fewer trigger windows for abilities over all. The goal is to NOT require an attack phase flowchart. As of right now only 1 pilot can attack outside of their own attack phase activation.
- Currently there are no 6+ red dice attacks.
More details will be forthcoming