The big alternate formats thread!

By gadwag, in X-Wing

This thread is for links and discussion relating to alternate play modes.

If you are bored of regular X-Wing and want to try a quick, balanced mission with no complex setup, try X-Wing Objectives ( imgur link ).

In a recent interview with Scum&Villainy Podcast, the X-Wing Devs said something along the lines of "if you're going to make another 300-page thread [like we did for the gunboat], don't make it about the skipray blastboat, make it about alternate play modes." The Devs made it clear that alternate play is on their radar, and perhaps it's something they would officially support if the community built it up enough. They pointed to commander in MtG as an example, and even hinted that they'd make cards for alternate formats.

So here it is, the hopeful beginnings of a thread which might get big and get attention. Post anything related to alternate play modes here: links, discussion, criticism, refinements, even your thoughts about devs will ever officially support it. Together we can make this thread hit 300+ pages.

Links to existing alternate formats:

New games

List-building variants

Campaigns / Tournament Formats

Missions / Alternate win conditions

Re-balanced for standard 100/6

Co-operative Play

Other collections of alternate gametypes

If you add comments with links to other modes, I'll add them here. This list is being actively curated.

Is this post wildly optimistic? Sure. Feel free to discuss your doubts, fears and hopes below. Even if we are ignored, alternate formats are great so it will be handy to have all of them in one place and keep tossing up new ideas.

Big thanks to everyone contributing, and particularly @Rinzler in a Tie who has already compiled a massive list of alternate formats. These have mostly been copied into this top level post, but you can view his thread here .

Edited by gadwag
added hunger paines hunger games

I have a bunch, so I'll post them one-by-one here.

Ace of Aces:

“ACE of ACES” is a STAR WARS® X-WING MINIATURES GAME™ game variant where players take on the role of an Ace pilot in a winner-take-all furball.

“ACE of ACES” supports two to eight players on a 3x3 (2-4 players) or 6x3 (5-8 players) play surface. Play consists of four steps:

1. Build squads
2. Set up
3. Play
4. Determine a Winner

The objective of “ACE of ACES” is to become the top-scoring Ace pilot by being the first to score 20 points by damaging and destroying your opponent’s ships.

1. Building Squads.

Each player constructs a 40-point squad by selecting a small-based ship and a primary pilot. The player may then upgrade that ship with legal upgrades, up to the allowed point total of 40 points.

After the primary pilot is selected and the ship upgraded, the player then selects three additional alternate pilots of the same ship, each of whom must be lower pilot skill than the primary pilot, and one of whom must be the lowest pilot skill pilot available for that ship. Unique pilots may not be repeated in the squad as alternate pilots, but generic pilots may be selected multiple times. A maximum of two pilots may have Elite Pilot Talent (EPT) upgrade slots on their cards.

The player then selects two obstacles from among the legal obstacles (asteroids and debris) to be part of the squad. Finally, the player gathers the necessary tokens, dice, maneuver templates, ship tokens, maneuver dial, and damage deck necessary to play a game of X-Wing.

Example: Glenn selects the TIE Interceptor to be his ship, and Soontir Fel (Pilot Skill 9) to be his primary pilot. He selects the upgrades Royal Guard TIE, Push the Limit, Stealth Device, and Autothrusters for Soontir Fel, for a total of 35 points. Glenn then selects Turr Phennir (PS 7), Fel’s Wrath (PS 5), and an Alpha Squadron Pilot (PS 1) to be his alternate pilots. Finally, he picks two small asteroids to be his obstacles and gathers the necessary game materials to play.

Wingman Rule. If the total value of the primary pilot plus all equipped upgrades is 25 points or less, the player may also add a Wingman to his squad. The Wingman is the same type of ship, using the lowest Pilot Skill pilot available. The total point value of primary pilot, upgrades, and Wingman may not exceed 40 points.

Example: James selects TIE Fighter Pilot Mauler Mithel (PS 7, 17 points) to be his primary pilot and equips him with Predator (3 points) and a Shield Upgrade (4 points) for a total of 24 points. Because the primary pilot is less than 24 points with all upgrades, James also selects an Academy Pilot (PS 1, 12 points) to be Mauler’s Wingman, for a total of 36 points. James still selects three alternate pilots: Youngster (PS 6), an Obsidian Squadron Pilot (PS 3), and an Academy Pilot (PS 1).

2. Set Up.

Once players have built their squads, set up begins.

a. Select play surface. If there are two (2) to four (4) players, use a 3x3 play surface. If there are five (5) to eight (8) players, use a 3x6 play surface.

b. Determine initiative order. Players determine the sequence in which they will set up by the pilot skill of their pilot and point value of their squad. This sequence will also be used to determine order of play (i.e., initiative order). The player with the lowest pilot skill pilot will set up first, followed in order by the pilot with the next highest pilot skill primary pilot, and so on. If multiple players have primary pilots with the same pilot skill, the player with the lowest point value squad (primary pilot + upgrade + wingman, if any) may choose where to go in the initiative order for that pilot skill, followed by the next lowest squad point total at that pilot skill, and so on. Break ties for pilot skill and points by rolling a die.

Example: Nien (PS 7, 35 points), Wedge (PS 9, 35 points), Talonbane (PS 9, 33 points), and Soontir (PS 9, 35 points) are playing a game. Nien, with the lowest pilot skill, will go first. The remaining players have the same pilot skill, 9, so point values will determine order. Talonbane has the lowest point value, and elects to go last of the PS 9 pilots. Wedge and Soontir have the same point total, so they roll a die. Wedge selects “Hits” and a red die is rolled, revealing a Hit result, so Wedge may choose his order and chooses to go after Soontir. The final starting order of play will be Nien, Soontir, Wedge, Talonbane.

c. Set up play area.

(1) Select set up areas. In initiative order, players select their setup point on the play surface. In a 2-4 player game, the setup point are the corners of the play area. In a 5-8 player game, the first four players select from the four corners of the play area, and the remaining four players select positions on the edge of the play area that are beyond Range 3 of another player’s set up area. The player’s setup area will be the space within Range 2 of this setup point.
(2) Place obstacles. In initiative order, players place one obstacle on the play surface. After each player has placed one obstacle, repeat this process until all obstacles have been placed. Obstacles may be placed anywhere in the play area outside of Range 2 of a player’s setup point.
(3) Place ships. In initiative order, players place their ships in the play area. Ships must be placed within Range 2 of a setup point and more than Range 3 from another player’s ships (i.e., within Range 2 of a corner, or within Range 2 of the point selected on the play area edge but still outside Range 3 of an opponent). Wingmen are placed at the same time as the primary pilot.
(4) Prepare to play. Players activate shields and otherwise prepare other components to play.

3. Play.

Play proceeds much like the phases of a standard X-Wing Game:

a. Planning phase. Players plan maneuvers and set maneuver dials as normal.

b. Activation phase. In pilot skill order from lowest pilot skill to highest pilot skill, ships reveal their maneuver dials, move, and take actions as normal. Pilots of equal pilot skill move in the established initiative order determined at setup. This means that Wingmen move at a different time than their primary pilot.

c. Combat Phase.

(1) In pilot skill order from highest pilot skill to lowest pilot skill, players select and engage targets as normal, with pilots at the same pilot skill firing in initiative order. Wingmen are considered friendly to a player’s primary pilot; all other ships in play are considered to be enemy.
(2) Scoring.
(a) If a player damages an opponent’s ship – i.e., removes a shield or successfully deals a damage card – that player scores an Assist. The player records +1 Victory Point.
(b) If a player destroys an opponent’s ship, that player scores a Kill. The player records +5 Victory Points. The player also records the value of the opponent’s ship that was destroyed (pilot card value plus assigned upgrades) as Ships Destroyed points.
(3) Respawn.
(a) If a pilot’s ship is destroyed, that pilot is removed from the game – but the ship immediately respawns in the player’s setup area (within Range 2 of the setup point) as the next lower pilot skill alternate pilot in the player’s squad list. The player may apply all legal upgrade cards from the primary pilot to the alternate pilot’s ship (e.g., the alternate pilot may not equip an Elite upgrade if that pilot does not have an Elite upgrade icon).
(b) If the player is reduced to the lowest pilot skill generic pilot in the list, and that pilot is destroyed, the ship continues to respawn as that lowest pilot skill generic pilot, but remove one upgrade card each time the generic ship is destroyed until there are no more upgrade cards assigned to the ship.
(c) A respawned ship does not get an action, but may shoot at its Pilot Skill point in the initiative order if the original ship had not yet activated in the Combat phase. If that Pilot Skill point has already passed, the respawned ship does not get an opportunity to fire (because the original pilot had an opportunity to fire, even if there was no valid target).
(d) Wingmen do not respawn.
(e) The “simultaneous fire” rule does not apply in “ACE of ACES.”

Example: Glenn loses Turr Phennir (PS 7, 33 points), who is equipped with the Royal Guard title, Push the Limit, Stealth Device, and Autothrusters, to Wedge (PS 9). Wedge’s player scores a Kill, adds +5 Victory Points to his score, and separately records 33 points worth of “Ships Destroyed”. Glenn’s next alternate pilot is Fel’s Wrath (PS 5) to which Glenn may equip one Modification; Glenn chooses Stealth Device from what remains of Turr Phennir, and respawns Fel’s Wrath (PS 5, 28 points) in his setup area. Fel’s Wrath may attack when PS 5 pilots get the opportunity, if there is a valid target.

4. Determining a Winner.

a. At the end of the End Phase, after the cleanup step is complete, players total up their Victory Points and Ships Destroyed points.
b. If a player has earned 20 or more Victory Points, that player is the winner, and the game ends.
c. If two or more players have 20 or more Victory Points, the player with the highest number of Victory Points is the winner.
d. If two or more players are tied in Victory Points, the player with the highest total of Ships Destroyed points breaks the tie and is the winner.
e. In the unlikely event that two players are tied in both Victory Points and Ships Destroyed points, break the tie via a Final Salvo or (time permitting) a 1v1 dogfight to the death using the primary pilots and upgrades.
f. If no player has earned 20 or more Victory Points, begin another round at the Planning phase.

5. “ACE of ACES” Tournaments.

a. “ACE of ACES” may be played in a tournament format.
b. The tournament organizer organizes the players in “pods” of four to eight players. It is generally preferred to have larger pods, so a seven-player pod is preferred to a three- and four-player pod. Recommended organization:

4-8 Players 1 pod
9-16 Players 2 pods (roughly equal numbers per pod)
17-24 Players 3 pods (equal numbers)
… etc
c. Number of rounds played is up to the tournament organizer and time available, but three to four rounds are recommended.
d. At the end of each round, players’ total Victory Points and Ships Destroyed points are recorded and added to a running total by the tournament organizer.
e. Players are redistributed into new pods for the next round based on their total Victory Points achieved. So for example in a 23 person tournament, the top 8 scores in Victory Points go to Pod 1, the next 8 to Pod 2, and the remaining 7 to Pod 3.
f. After all rounds are played, the player with the highest Victory Point total wins. Ties are broken by Ships Destroyed scores.

6. FAQ / Special Rules:

1. Fel’s Wrath. If Fel’s Wrath is destroyed, his pilot ability activates and Fel’s Wrath remains on the play surface and may attack at the end of the round, after which he is destroyed and respawns as the next lower pilot skill alternate pilot.
2. The Lone Wolf EPT upgrade may not be equipped.

Political Escort Tournament:

En route from Dantooine, a Rebel senator’s fleet was ambushed by the Empire and nearly wiped out. The senator himself escaped in a shuttle, but a stray blast knocked out his ship’s hyperdrive and sensors. Utterly reliant on his escort, the Rebel senator can do little more than go straight forward and hope he reaches the outskirts of a

friendly system soon. Unfortunately, the Imperial fleet has already dispatched fighters to round up the survivors. Now, the Rebel escort must protect the senator until he can reach safety, but the Imperials won’t make it easy for them…

POLITICAL ESCORT ” is a STAR WARS® X-WING MINIATURES GAME™ tournament variant where players take turns attacking or escorting an unarmed shuttle. This is a tournament variant of the original Mission One: Political Escort included in the original STAR WARS® X-WING MINIATURES GAME™ Core Set.

The objective of “ POLITICAL ESCORT ” varies depending on the player’s role. The defender tries to escort an unarmed shuttle across the board to allow the politician/smuggler/leader/supplies on board to escape. The attacking player seeks to destroy the escorted shuttle before it can leave the board. Win conditions are based on the success of the shuttle; points are also scored for destroying the opponent’s ships.

1. Building Squads.

Each player selects a faction and builds a 100-point squad following standard X-Wing squad-building rules (though see section 6 for special rules affecting squad components), with exceptions as defined below. This squad will be used for both attacking and defending the shuttle.

When serving as the defending player, the defender adds the Senator’s Shuttle (or Emperor’s Shuttle, or Jabba’s Shuttle – theme as you wish) to his or her squad. The Shuttle has the following statistics and abilities:

· Pilot Skill zero (0), but sets up at Pilot Skill 12.

· No attack ability

· Two (2) green evade dice

· Six (6) hull and six (6) shields

· No action bar; the Shuttle cannot perform actions, to include free actions

· Movement: 2-speed forward (green), 1-speed left and right banks (white)

· Treat as a large base ship for the purposes of upgrades and game effects

· Treat as friendly to all ships on the defending squad, and as part of that faction for the purposes of assigning upgrades

· Has two crew slots, and a modification slot

· Is eligible for the “Protect” action: another friendly ship at range 1 of the shuttle may take a “Protect” action to assign a Protect token (use an evade token) to the shuttle. When the shuttle is defending, during the “compare results” step the defending player may spend a Protect token to cancel one of the attacker’s attack dice. There is no limit to the number of Protect tokens that may be assigned to the shuttle, but only one may be spent per attack. [Note: This is slightly different than the protect action in the Core Set Political Escort mission, which adds an Evade result to the defense roll.]

The player may pay for and assign up to two crew slot upgrade cards and one modification slot upgrade card to the shuttle. The cost of these upgrades is included in the player’s 100-point squad cost. These upgrades are only assigned to the shuttle; they cannot be used when the player is the attacker.

Each player should bring a shuttle token (from the Core Set), though only one token is required per two players. In the event no shuttle tokens are available, a large ship base may be substituted.

2. Set Up.

Once players have built their squads, set up begins.

a. Players determine initiative as normal. The player with initiative decides which player will be the attacker, and which player will be the defender.

b. Set up play area.

(1) Place obstacles as normal, from the pool of obstacles, three from each player.

(2) The defender chooses which side of the board will be the defender’s edge. The opposite side of the board is the attacker’s edge

(3) Place ships as normal, following normal ship placement rules.

(4) At PS 12, the defender places the shuttle anywhere within range 1 of the defender’s edge of the board.

c. Prepare to play. Players activate shields and otherwise prepare other components to play.

3. Play.

Play proceeds much like the phases of a standard X-Wing Game:

a. Planning phase. Players plan maneuvers and set maneuver dials as normal. The shuttle may set a dial if one is provided; but this is not required; the defending player may simply declare the shuttle’s maneuver.

b. Activation phase. In pilot skill order from lowest pilot skill to highest pilot skill, ships reveal their maneuver dials, move, and take actions as normal. The shuttle moves first, unless the attacking player has initiative and has a ship reduced to pilot skill zero (0). Ships follow other activation phase rules as normal.

SPECIAL RULE: Shuttle blocking. The shuttle may only be blocked by an opposing ship(s) for a single round. If the shuttle is blocked, and a 2-forward maneuver does not clear the block, on the following round the defending player should also select a 2-forward maneuver. If that maneuver is still blocked, the shuttle is moved using the shortest straight maneuver that will place it on the opposite side of the blocking ships (use a 3-, 4-, or 5-straight maneuver as needed).

c. Combat Phase. Combat proceeds normally. The attacker may attack the shuttle as if it were any other ship. The shuttle suffers damage as any other ship; if it receives a face up damage card with an effect which does not affect the shuttle, or which allows an action to flip the card face down, the card is automatically flipped face down after the shuttle’s next activation.

4. Determining a Winner .

a. If the shuttle successfully exits the attacker’s edge of the board, the defender wins.

b. If the shuttle is destroyed, the attacker wins.

c. Record the number of points of ships destroyed by each player as that player’s score. If the shuttle is destroyed, and it had any equipped upgrades, the point cost of those upgrades is added to the attacker’s score. If the shuttle has taken six damage but was not destroyed, half of its upgrade point values (rounded down) are added to the attacker’s score. In the event the game goes to time (see tournament rules, below) without the shuttle being destroyed or exiting the board, the player with the highest score of destroyed ships is the winner.

5. “POLITICAL ESCORT” Tournament.

a. POLITICAL ESCORT ” may be played in a tournament format.

b. Number of rounds played is up to the tournament organizer, number of participants, and time available, but three or four rounds are recommended.

c. Each round each player plays a game both as attacker and as defender. Players are initially randomly assigned pairings. Once initiative and attacker/defender are initially determined and players are ready to play, they have 95 minutes [ NEEDS PLAYTEST ] to complete TWO (2) games. Players are allocated 45 minutes for the first game. At the end of 45 minutes, complete the round in play, and record scores. Players then reverse roles, with the shuttle moving to the previous attacker, who becomes the new defender, set up and start a new game.

d. At the end of each game, the winner gains one Victory Point. Players record winner of the game, who was attacker/defender, and points of ships destroyed.

e. At the end of each round, the players will turn in two game scores. A player might have two wins (2 points), one win and one loss (one point), or two losses (zero points) from the round. Points for ships destroyed are converted to Margin of Victory and kept as a running tally (Subtract losere’s point’s detspryed from winner’s points destroyed; winner MOV is 100 + difference; loser MOV is 100 – difference).

f. In subsequent rounds, players are paired against players of equal records, randomly paired with those of equal points. So, for example, all players with two Victory Points are paired against those who also have two Victory Points. Players may be paired down if an unequal number have similar records. For an odd number of players, the player with the worst record gets a bye – scoring 2 Victory Points and 200 MOV.

g. For final standings, players are first ranked by Victory Points, then by MOV. In the case of a subsequent tie, the tie breaker goes to the higher number of wins as the defender.

6. FAQ / Special Rules

a. Ban list. The following pilots or upgrades may not be used:

(1) Huge ships and huge ship only upgrades

(2) Twin Laser Turret

(3) Minefield Mapper

b. The following upgrades or pilots are modified as indicated:

(1) Biggs Darklighter: Treat this pilot’s pilot ability as blank.

(2) Lowhhrick: Treat this pilot’s pilot ability as blank.

c. Frequently Asked Questions.

(1) Do Homing Missiles ignore Protect tokens like they do Evade tokens? A: No, Protect tokens are a different effect.

(2) Do Protect tokens count as modifying dice rolls? A: No. They do not add an evade result; they cancel an attack die.

(3) Does a Console Fire critical effect cause any additional damage? A: No; the card is automatically flipped face down in the next activation phase.

(4) Can the shuttle be assigned stress tokens? A: Yes, but they largely have no effect since the shuttle has neither actions nor red maneuvers. However, other effects related to stress may be applied; for example: attempting to cause damage via Black Market Slicer Tools.

(5) If the shuttle is blocked and the defender selects a 1-bank maneuver, does the shuttle automatically clear on the second round? A: No, the shuttle must select the 2-forward for two rounds in a row, automatically clearing on the second round.

(6) I have a Lambda -class Shuttle in my squad and the Emperor Palpatine upgrade card. May I put Emperor Palpatine on the Senator’s Shuttle when defending and on the Lambda shuttle when attacking? A: No; any crew or modifications assigned to the Senator’s Shuttle may not be used when the squad is the attacker.

(7) How many ion tokens does it take to ionize the Senator’s shuttle? A: Two; the shuttle is treated as a large-based ship for the purposes of effects and upgrades.

(8) Does the Senator’s Shuttle get barrel-rolled when hit by a tractor beam? A: No; it is a large-based ship. It does still suffer the reduced agility score effect.

(9) Where can I get a Senator’s Shuttle model? A: Try searching Shapeways.com, Combat Zone Scenery, or PrintandPlayDesign at Etsy.com.

Objective Play:

In OBJECTIVE PLAY, each player selects objectives for his squad that could alter the conditions of the game. These objectives become part of the player’s squad list, and shift the goals of the game to include other objectives in addition to scoring points by destroying ships.

Objectives in Play. Each player selects three objective cards to be part of his or her squad list. When play begins, the player with initiative is the first player, and selects an objective from the list of the player without initiative (the second player). That objective becomes the objective for the game and its conditions apply. Points scored as a result of objective play are added to the points scored by destroying opposing ships (and in tournament play are applied toward Margin of Victory just as in standard 100-point dogfight tournaments).

Objective Cards

Bounty Hunter. Each player designates a ship on his squad to be the Bounty and informs the opponent, marking the ship with an objective token; the opposing player scores +10 points for destroying that ship.

Minefield. All obstacles work as proximity mines -- if a ship overlaps the obstacle, the opposing player rolls three dice and the ship takes any damage indicated. The obstacle is then removed from play.

Graveyard. When a ship is destroyed, a debris field is placed in its last location.

Death Star Plans. Once obstacles are placed, the second player places an objective token face down on each obstacle, marking one as the location of the Death Star plans. Whenever the first player flies a ship which overlaps an obstacle, the objective token is flipped face up. When the Death Star plans are discovered, they are assigned to the discovering ship for the remainder of the game. Discovering the Death Star plans gains +5 points; retaining them on a ship which survives to the end of the game nets another +5 points. If the game concludes and the first player has not located the Death Star plans, the second player gains +10 points. If the game concludes and the ship carrying the Death Star plans has been destroyed, the second player gains +5 points.

Recon Mission. Once obstacles are placed, place an objective token on each obstacle to simulate a reconnaissance objective. Whenever a ship flies within range 1 of an obstacle and can fire on the obstacle, it may attack the objective, which has Agility 3, Hull 1. If the objective is destroyed, the player collects the corresponding token. At the end of the game, each objective token collected gains the player +2 points.

Station Defense. The second player selects one obstacle to represent a space station and places an objective token on it. The station has Agility 2, Hull 10. If the first player destroys the station, that player gains +12 points; if the station is not destroyed by the end of the game, the second player gains +12 points.

Hidden Jedi. Each player selects a ship on his or her squad to carry a hidden Jedi pilot, and secretly marks which ship it is. The opposing player gains +5 points if that ship is destroyed.

Capture the Flag. Each player selects a ship on his or her squad to be the flagship, and identifies it with an objective marker. The opposing player gains +20 points if the flagship exits the play area (simulating capture).

Torpedo Run. Missiles and torpedoes fired by either squad are not expended after firing.

Spice Run. Place two objective markers on each obstacle, one for each player. Each player selects one ship in his or her squad to be the spice runner. When the spice runner overlaps an obstacle, the player collects the allocated token from that obstacle. The spice runner does not suffer damage effects the first time it overlaps each obstacle. At the end of the game, each player receives +2 points for each objective token collected by the spice runner.

Rescue Mission. The first player selects a ship on his or her squad to be a prisoner transport. The second player's goal is to make contact with (via bumping or overlapping) the prisoner transport, rescuing the prisoners, for which the second player receives 5 points. If the prisoner transport is destroyed before the prisoners are rescued, the second player instead receives -5 points. If the game ends without the prisoners being rescued, the first player receives 5 points.

Escort Mission. The second player places a small base (or the shuttle token from the core set) flush with the edge of his or her side of the board. The shuttle has Agility 2, Hull 6. Each turn, the shuttle moves 1 straight or 1 bank (left or right) at Pilot Skill Zero. If the first player destroys the shuttle, he or she gains +10 points; if the shuttle exits from the opposing player's side of the board before the game ends, the second player gains +10 points.

Homing Beacon. Each player's goal is to place a homing beacon on each of the opposing ships. To place a homing beacon, the player must make a range 1 attack that results in at least 1 hit on the opponent's ship; cancel all hits to apply a homing beacon to that ship. Each ship marked with a homing beacon nets the opposing player +3 points.

Hyperspace Assault. After obstacles have been placed, the second player places three objective tokens in the play area no closer than range 2 to any edge; these are hyperspace assault points. The second player then selects one or more ships (totaling fewer than 50 points in value) to serve as the hyperspace assault force. On any turn after the first, the second player may introduce the hyperspace assault force by placing all ships within range 1 of a single assault point, placing them during the planning phase and moving them as normal during the activation phase. If all of the second player's ships on the board are destroyed before the hyperspace assault force is deployed, the first player wins and gains the value of the hyperspace assault force as if it had been destroyed.

Whack-a-Gorth

WHACK-A-‘GORTH

Whack-a-'Gorth is set up and played like your traditional 100/6 game, but you also need six numbers tokens (1 to 6), a d6, and up to 24 damage tokens. Apply the following additional rules:

1. During setup, after placing obstacles and ships, randomly place a numbered token on each obstacle. These represent Exogorths living in the obstacles.

2. At the start of the Activation phase, roll the d6. This determines which Exogorth will activate this turn to attempt to swallow a ship. If a token has been removed, re-roll.

3. During the Activation phase, if a ship's movement template crosses the active Exogorth's obstacle or the ship's base ends touching or overlapping it, the Exogorth makes an immediate attack against the ship (see step 5 below). Also during the activation phase, ships within Range 3 of the Exogorth may use an action to assign the Exogorth a Focus or Evade token, which the Exogorth may use in steps 4 or 5.

4. During the Combat phase, ships may attack the Exogorth instead of another ship, by targeting the Exogorth's obstacle. Each Exogorth has 2 Agility dice and four Hull points. If a damage point is scored, record damage for that obstacle, and the Exogorth immediately withdraws into the obstacle where it cannot be further attacked or attack itself this turn (skip step 5). If a particular Exogorth loses all of its hull points, that Exogorth is killed, and its token is removed from the asteroid. The player killing the Exogorth scores 10 additional victory points to be added to "points destroyed" at the end of the game. SPECIAL: Seismic torpedoes targeting the active Exogorth's asteroid immediately cause the Exogorth to withdraw without suffering damage or removing the obstacle. They have no effect against inactive Exogorth obstacles.

5. At the end of the Combat phase, if the Exogorth is still active, it attacks each ship in range 1-2 by rolling 3 Attack dice. Ships may defend as normal, and suffer any damage or critical damage that gets through their defenses.

6. Winners in Whack-A-'Gorth are determined as per normal X-Wing rules: destruction of all opponent's ships, or most points destroyed at the end of a 75-minute round.

TOP GUN-

Top Gun is an X-wing format with the following rules-

- 4 obstacles per side.
- 60 points per player.
- 50 minute rounds for standard games, 75 minutes for team games.
- Generic pilots only
- Generic upgrades only
- Small base ships only
- Your list must be comprised of exactly two (2) indentical ships.
- If your list is comprised of TIE fighters, TIE/FOs, TIE Strikers, or Z-95's (any ship that cannot reach 30 points) you may instead take 3 identical ships that are each worth 20 points or less.
- For Empire squadrons, one 30-point ship may be replaced with two TIE Fighters that each cost 15 points or fewer.
- In the event of the game running out of time when both players have ships left on the board, one final round is played. Afterwards, the first tiebreaker is the number of points destroyed, and then the percentage of remaining health of ships, and if still a tie, determine randomly with a coin toss.


The following ships are changed in this format-

- The T-65 X-wing may equip Integrated Astromech as an additional modification.
- Red Squadron Pilots (T-65 X-wing) add 1 Elite Pilot Talent symbol to their upgrade bar.
- Storm Squadron Pilots (TIE Advanced) add 1 Elite Pilot Talent slot to their upgrade bar.
- Braylen Stramm (ARC-170) loses his Pilot ability and is no longer unique.
- "Zeb" Orrelios (Attack Shuttle) loses his Pilot ability and is no longer unique.

Either play in 1v1 games or 2v2. This game mode brings the game back to its dogfighting roots with an increased level of simplicity, while still maintaining depth.

Thabks guys! I'm out now so today I'll post up some more stuff and any links I've missed

One that I like and is a lot of fun is an Ace mirror match. Both players use the same ship, pilot and builds. Play is on one half of a standard Matt. Four obstacles. 50 minutes is good. Games are usually shorter. Initiative is set by coin toss.

One variation is using the same pilot and ship but letting the players choose their own upgrades. With this one a point limit needs to be set. Lowest point build has initiative.

Fun set-up for a quick game. Can't complain about the meta since both players are using the same builds (1) or similar builds (2).

Edited by Stoneface
Spelling

No Uniques, No Duplicates : the usual rules, but within a list there can only be one of each ship/card, and no unique pilots or upgrades may be taken.

Optional: Allow mixing of factions in the above.

Drunken Palpatine (or Yoda, or Jabba)

1. Obtain copious alcohol.

2. Palpatine is banned

3. 100/6 otherwise as normal.

4. Once per turn, after dice are rolled, a player may take a shot to change one die to a result of his or her choosing.

The Coruscant Campaign

(Crossover campaign game with Carcassonne: Star Wars )

THE CORUSCANT CAMPAIGN is a campaign game for conquest of the galaxy that combines the games of Carcassonne: Star Wars (CSW) and X-Wing: The Miniatures Game (XWMG). CSW is used as the basis for the ongoing campaign where players vie to take control of the galaxy, while XWMG is used to resolve battles between players.

Players supported: 2-5 (and up to six using the CSW Expansion). The campaign may be played as individuals, as teams of two (Black and White players are Imperial faction; Red and Green players are Rebel Alliance faction; Orange and Blue are Mercenary/First Order faction) or teams of three (Black, White, and Blue players are Imperial/First Order; Red, Green, and Orange are Rebel/Mercenary).

A. Equipment required.

(1) A copy of Carcassonne: Star Wars (with the CSW Expansion, if six players are playing).
(2) Enough X-Wing Miniatures for all players’ fleets.
(3) One 3x3 X-Wing play mat per two players.

B. Set up and play.

(1) Each player chooses a CSW color and faction to play.
(2) Each player builds a fleet for their faction (see Fleet Building rules below).
(3) Place the CSW starting tile.
(4) Play CSW as normal, but with rules modifications (see below).
(5) Resolve battles using XWMG (see below).
(6) When all CSW tiles have been played, total up remaining points.
(7) The winner is the player or faction with the highest total points scored.

C. Fleet Building.

(1) Each player will build a fleet consisting of five (5) X-Wing miniatures squads, which in campaign play will be represented by the five CSW “Meeples” the player has selected.
(2) All of the player’s squads must be from the same faction (Rebel/Resistance; Imperial/First Order; Scum & Villainy). The selection of faction does not have to match the selection of CSW faction Meeples (though it will be more fun thematically if it does). If the team game is played, players on the same team must use the same faction.
(3) Players build one (1) 125-point squad (represented by the large CSW Meeple) and four (4) 100-point squads (represented by the small CSW Meeples).
(4) Unique pilots or upgrade cards may not appear more than once in the different squads of a player’s fleet. In team play, unique cards may only be used once per team. Non-unique ships, pilots, and upgrades may be repeated between squads, and generic squads may be repeated.
(5) Assign a number to each of a player’s squads and put a corresponding number on the Meeple; that Meeple always represents that particular squad.
(6) Players must have a pool of up to six standard obstacles to use between their squads. An Epic ship may be substituted for three standard obstacles.

D. Changes to CSW rules. The following CSW rules are modified:
(1) All scoring is multiplied by 10. For example, assign 10 points per tile of a trade route, 20 points per tile of an asteroid field, 90 points for a surrounded planet, etc.
(2) Players do not get extra points for tile faction symbols unless that symbol matches their faction.
(3) Bases. A planet with a faction symbol corresponding to a specific player’s faction is considered to be a Base for that faction. When placing Meeples, instead of placing a Meeple on a new tile, a player may choose instead to place an additional Meeple on a Base he or she already controls, to a maximum of two Meeples. See Battle Rules, below, for additional Base-specific rules.
(4) Meeple removal. Instead of placing a Meeple on a turn, a player may instead opt to remove a Meeple from the board. Once removed from a tile, the Meeple may not be replaced on that tile.
(5) Battles are resolved using XWMG combat (plus see below for special rules).
(6) To speed up the game, if two players start a battle, subsequent players may take their turns so long as their moves would not be dependent upon the outcome of the battle in progress.

E. Changes to XWMG rules. Battles follow standard XWMG tournament rules, except as modified below:

(1) When a battle begins, place three obstacles per squad as normal, unless there are three or more squads participating, in which case place two obstacles per squad.
(2) Withdrawal. During a battle, if a ship leaves the board, it has Withdrawn. It is not destroyed and may be used in future battles; its points do not contribute to an opponent’s victory score.
(3) Winning and scoring. The winner of a battle is the player with the last ship remaining on the board after all opponents’ ships have been destroyed or Withdrawn. If all ships are destroyed due to simultaneous fire, there is no winner of the battle. Each player participating in the battle receives victory points equal to the point cost (with upgrades) of each opposing ship he or she destroyed during the battle (Withdrawn ships do not count). The winner of the battle receives a 10-point victory bonus in addition to ships destroyed.

F. Battle Rules.

(1) Battle is initiated per normal CSW battle rules: through closure of a trade route or asteroid field held by opposing players, or by a player moving a Meeple onto an already-occupied planet. More than two players can take part in a battle; one player may also have multiple squads.
(2) The winner of a battle keeps his or her Meeple on the board; all other Meeples are removed.
(3) Ships that have Withdrawn from battle rejoin their squads at the end of the battle.
(4) Ships that are destroyed are removed from the squad. That squad will enter future battles at reduced strength, unless Reinforced (see below). Damaged ships are repaired to full health and shields, and discarded upgrade cards are restored as long as the ship is not destroyed.
(5) If an entire squad is destroyed, its Meeple is removed from the game. A destroyed squad cannot be Reinforced.
(6) Reinforcement. If a partial-strength squad is subsequently placed on, or conquers, a friendly Base planet, it is Reinforced to its original strength. Exception: unique pilots, ships, and upgrades cannot be restored or Reinforced. If a squad has a unique pilot or upgrade card destroyed in battle and that squad subsequently arrives at a Base planet to be Reinforced, the unique pilot is replaced with a generic pilot of the same type of ship. Non-unique upgrades are restored; unique upgrades are forever lost.
(7) After a battle, each participant increases his or her score by the number of opposing ships destroyed by his or her squad(s) (and note: not those of an allied squad), plus an additional 10 points to the winner of the battle. After battle points are allocated and defeated or Withdrawn Meeples are removed, then award any relevant points for completion of a field of play (e.g. completion of an asteroid field).

G. Ending the Campaign.

(1) The campaign ends when the last tile has been placed, and any resulting battles are resolved.
(2) Total up points for the remaining Meeples on the board, as per the CSW Final Calculation rules (modified as per the CSW rules modifications above).
(3) The player with the highest point total is the winner. In the event of a tie, the two tied players may each select one of their squads, and resolve the tie with a final XWMG battle. The winner of the final battle wins the campaign.
(4) In team play, total the scores of the team’s players; the team with the highest point total wins.

H. Optional rules. The following rules may be used to enhance play.

(1) Alderaan special rule. If the Imperial faction takes control of the planet Alderaan, it may instead choose to immediately destroy it, scoring 20 points for the planet plus 10 points for each adjacent tile. Then remove the Alderaan tile from the game.
(2) Variable space terrain. For battles, place no obstacles for trade routes; only asteroids for Asteroid fields; and only debris fields or Epic ships for battles above planets.
(3) Seizure of Coruscant. Instead of tracking victory points, the faction that holds Coruscant at the end of the game is the victor. If a faction seizes Coruscant and receives full points for it (by surrounding it with tiles), the game ends early and that player is the winner.
(4) Hidden Bases. “Naboo Moon” becomes “Endor Moon”. At the start of the game, the Imperial player or team selects one planet to be the secret location of the Death Star, and writes it down. The Rebel player or team also selects one planet to be the secret location of the Rebel Base. At the end of the game, possession of the Death Star location by the Rebels, or Rebel Base location by the Imperials, nets that player or team 50 bonus points.
(5) Designated Bases. Rather than allowing any planet with a faction symbol be a Base, only specific planets can be a Base and allow Reinforcements. By faction, these are:
a. Darth Vader (Imperial) – Mustafar
b. Stormtrooper (Imperial) – Coruscant
c. Luke Skywalker (Rebel) – Yavin 4
d. Yoda (Rebel) – Dagobah
e. Boba Fett (Mercenary) – Tatooine
f. Kylo Ren (First Order) – Starkiller Base
(6) Reinforcement Upgrade. When conducting Reinforcement of a squad, the player may spend Victory points to upgrade that squad’s pilots and upgrade cards, at one Victory Point per additional point of ships and upgrades. This may not be used to repurchase a unique pilot or upgrade card that was previously destroyed.

Free for All aka Scrum aka Furball aka Beer & Pretzels at ScummyRebel's Place

-37 point small base ships only

-no lone wolf

Players play in a free for all. This one is popular at my workplace (no beer though) for getting flight time in on lunch.

This is also the format I would most likely ffg to officially support -- some sort of multiplayer mode so a guy like me who owns nearly everything can go and build a bunch of ships for my friends to fly on a game night (possibly getting new recruits to go buy into xwing)

Thematic Battles Mode

Plays as 100/6 standard xwing with a twist -- a battle or other theme is preassigned and only ships matching that theme can enter the game.

Example - Battle of Scarif

Rebels get t65, ywing, Uwing, and VCX models only

Imps get tie fighter, bomber, striker, and lambda only

No Palp or tlt.

Build other themes based on other events like Endor, Yavin, Shadows of the Empire, whatever.

Keep it coming folks, this is great. I've got a death race (similar but different to Mario kart) to post up later courtesy of X-Wing junkies.

In the meantime, here's an unformatted text paste of my armada-style scoring conditions (needs testing and tweaking, I'm just putting it out there now):

The first player picks one of the three scenarios that the second player has chosen.
Ambush - changed deployment for one player
Most wanted - second player chooses one ship on each side. When scoring, that ship's pilot card cost is doubled (not upgrades though). Attackers get a bonusbagainst these ships (+1 red too much?)
Blockade run - second player assigns objective token to each of their ships. At game end, each ship with a token in opponents deployment is worth +X points, but if destroyed they grant +X points to opponent
Station assault - defend two unarmed stations. If destroyed, points for each go to attacker. If not, points go to defender.
Precision strike - +X points for each faceup damage card (dealt or flipped). Also add ability to flip cards during attach by spending a die? Seems eh
Alpha strike - each ship gets a token, which can be spent for a bonus (+1 red?) on its first attack only. Half points scored for ships with 1 or more damage cards at end of game
Hyperspace assault - second player (or both) places 3 objective tokens beyond R3 of each player edge, and places 1 large or 1-2 small ships off the board. At the end of any round after the first, they may deploy their ships at R1 of one token. Maybe tweak that they have to nominate a token secretly beforehand and stick to it. Maybe nominate a deadline for hyperspace arrival
VIP capture: place a VIP token beyond R3 of all edges and R1 of all obstacles. When a ship at R1 of the token reveals a dial, assign the token to that ship. If that ship is destroyed, the attacker places the token touching the destroyed ship's base. The token is worth +X points if it is on board a ship at the end.
Contested satellite: add a satellite token as for VIP token. After each round, add the pilot skills (or 1 for small base, 2 for large? Or 1 for small base generic, +1 for unique or +1 for large base?) of each ship at R1 of the token. The player with the highest sum gains +X points.
Contested relays: adapt the fire lanes armada scenario (where each relay is controlled by the player with the most dice lined up at it for attacking at end of round, or by overlapping). Maybe ships have to perform a scan action and/or overlap?
Salvage run: place container tokens in a narrow area (R1 around a central station). When a ship reveals a dial at R1 of a token, it may score that token and remove it.
Sensor net: place 4 tokens. When a dial is revealed at R1 of a token, dial owner scores the token and chooses a token for the other player to move to r2 of its current location.
Danger zone: place an objective token on each obstacle. When a ship (maneuver?) overlaps an obstacle, score and remove its token.
Intel sweep: players place 5 tokens and each pick one of their ships to be their scout. When a scout reveals a dial at R1 of a token, the owner gains that token. The player with the most tokens at the end gains X points.


Thoughts: first player chooses scenario from second player's set of scenarios? Or random choice (if random, how to decide attacker and defender in asymmetrical game?). Objectives need set turn limits, possibly different for each mission. It should be tight (8-10 turns?). Need to balance so swarms can't dominate - worst case there can only be two missions where swarms are king, and there should be a disadvantage to the one bringing the mission in that case!

Also, if any Devs are reading this: skipray blastboat still sounds good to me!

Map Campaign: See Link

Didn't we have a thread already for this. Well here is my entry again.

A faction mixing format using subfaction splits and Scum Mercenaries (seeing if I can get a tournament in after Wave 13 is released).

Edited by Marinealver
1 hour ago, Marinealver said:

Didn't we have a thread already for this. Well here is my entry again.

A faction mixing format using subfaction splits and Scum Mercenaries (seeing if I can get a tournament in after the Episode 8 release hits.

Yes, there have already been a few threads I believe. When I get a chance I'll scour through them and copy the content over here so it's lol in one place. This thread is both to group all that info together and to gather some impetus so the Devs (hopefully) take notice

I’m planning to mess with a 3 player 50 pts a team setup. I’ve got a small collection, and it seems like a good way to introduce people.

I may may try whipping up free for all non aligned mode concept tomorrow though

100/$101:

See those $101 builds that they list on FFG? You get to create your own. Budget is $101; you can only use ships and upgrades that come in the packs you 'buy'.

Makes Scum a bit tricky, admittedly; some suggestions I've seen is that they can treat a Most Wanted as being a base set, but that's far from set in stone. Likewise, the question of what cost (if any) to assign balance patch cards that come with Epic ships (looking at you, TIE Advanced) has yet to be settled.

... you know, I might just throw a thread up and get back to y'all on some of this.

You forgot to link the fore runner of alternative play! ( okay not really, but the most popular scenario house rules to be sure. I mean when Hotac adopts it for their use you know it's good)

Dagobah Daves trench run!

(would link but can't find it in the forums atm. I know it was on boardgamegeek ?)

Someone post A-Wing Soccer

Canon Edition!

Only ships from Disney's revised canon are legal (this bans a lot of the scum faction)

The First Order and Resistance are now their own factions and cannot be mixed with imperial or rebel ships. Upgrades that say 'Imperial Only' or 'Rebel Only' can still be used with their respective sub-factions though.

Ffg should have simply make something similar to HOTAC and give it support. From what i know, they actually tried to buy it from the author, but he rejected the offer for the sake of freedom in developing the project. Understandable, but in my opinion that was quite selfish. It would give many people who don't have time to make lower quality house made components. Also with ffg it would probably have support for longer, better rules etc. I have many friends who don't want to try Hotac just because it's official. I'm still salty about ffg trying to buy it and failing.

1 minute ago, Zura said:

Ffg should have simply make something similar to HOTAC and give it support. From what i know, they actually tried to buy it from the author, but he rejected the offer for the sake of freedom in developing the project. Understandable, but in my opinion that was quite selfish. It would give many people who don't have time to make lower quality house made components. Also with ffg it would probably have support for longer, better rules etc. I have many friends who don't want to try Hotac just because it's official. I'm still salty about ffg trying to buy it and failing.

I also wish FFG would release an official cinematic campaign style variant game.

Therumor that they tried to buy out HotAC is not accurate though. I spoke to the creator in person at a convention.