After the third round of balance adjustments and design changes, proud to introduce Supremacy version 1.4!
What is Supremacy?
This is an unofficial complete game expansion developed for Fantasy Flight Games’ X-Wing Miniatures Game. Supremacy uses a complete replacement set of Pilot and Upgrade cards from X-Wing. Supremacy therefore differs from X-wing play in 5 key ways:
Split Factions/"Faction Ethos" Cards
Different Pilot Cards
Mandatory "Chassis Variants"
Adjusted Rules: Turrets/Bombs
Different Upgrade Cards
Each version of this manual incorporates "live recosting", where the feedback from the previous round of testing is incorporated into rebalancing the game. Consider it just one very long playtest, with the idea that even when new waves and cards are introduced, balance is retroactively considered to keep everything on a level playing field.
What's new in this version from 1.3?
- New Upgrades and Upgrade Type (Augmented Armaments)
- Systems, Bombs, Crew
- Balance Changes
Advanced weaponry
Rebels, Imperials and Scum (to be introduced in the next wave) have faction-biased specific upgrades. Astromechs for Rebels, Illicit for Scum, and a new upgrade, "Advanced/Augmented Armament" for Imperials. To reflect optimized weapon development you can retool some imperial ships with the AA logo on the appropriate chassis, for example a build of Maarek Stele might look like this, using the advantages conferred by the new EPT "Strafe" to keep hitting a target hard. Further compounding Stele's ability to keep a ship crippled is the new advanced armament, "Chin cannon refit", which upgrades the underslung guns on the cockpit to a higher rate of fire, to confer stress to enemy ships:
"This is Gold Leader, we're starting our attack run on the shield gate"
One of the hardiest tools in the arsenal of the Rebel Alliance are its trusty Y-wing fighters. They carry a munitions payload unparalleled to many other fighters of their size. Bombs are now available for your Y-wing ships, and have the potential to cause massive damage to enemy formations.
Bombs in supremacy are aimed at being useful as area denial tools. Too slow and predictable to reliably hit enemy fighter formations, careful, coordinated and overlapping bombing runs can instead cause havoc for enemy formations trying to avoid their effects. In Supremacy, bombs take a turn to
prime.
This means they will not detonate until the
end
of the
next
Activation phase. They also deploy closer to your ship. You have a full turn to plan a maneuver to get out of the way, so nimble ships may simply be impossible to catch. Bombs are much more potent for their cost however, seismic charges are a nightmare for any ships caught flying through asteroid fields, whereas proton bombs have a devastating impact for any ships caught inside their enormous blast radius.
For this Y-wing pilot in Gold Squadron, a viable tactic may be to drop a bomb, charge the opponent head on and try to take advantage of use of his or her Ion Cannon Turret upgrade to disable an enemy ship, and have them drift into the deadly r1 radius of the bomb. Each S3 Y-wing, for example, comes with an enlarged payload of munitions so this can be attempted multiple times.
Experimental Weaponry
Deep in the heart of the Maw Nebula lies secret imperial research facilities producing unusual weapons of strange capability. Weapons like the s42 miniaturized turbolaser, or superpowered TIE fighters that perform on par with T-65 X-Wings. Some of these strange ships might be seen undergoing test runs amongst enemy squadrons.
Endless Swarms
The Empire has access to seemingly endless swarms of foolhardy, expendable and persistent pilots to fill its swarms of TIE fighter battalions. The largest swarm of ships achievable in Supremacy is
ten
TIE fighters. Cheap, reckless, trainee pilots with nothing to lose, you may find that death by a thousand cuts ends up being your end, so plan carefully in how you might dissect these swarms of ships. Granted, hit them once and systems will start failing, these pilots do not have the precision or understanding of piloting TIEs within their parameters.
Courage and conviction
Faced with endless swarms and secret weapons, the Rebels must rely on their all-purpose and powerful X-Wing and Y-wing fighters in combat. New upgrades complement those found in v1.3, so the rebellion can field ever-deadlier and more specialised wings of ships. You might try pairing one of your rebel aces with a complement of support Y-wings, a "one-two punch" of munitions and arc-dodging. Especially if you use a hard-to-kill Luke Skywalker in his trusty T-65B, along with Horton Salm with a build designed to hand out target locks to adjacent ships like candy.
All of these builds and more are possible in v1.4.
As always, in these early releases balance is a tricky thing and some ships may continue to underperform, or become overpowered. I'd be much obliged if you might pass on your experiences of playing this version so we may tweak the rules for the next!
All cards needed to play this game are provided in the PDF on print-ready sheets. When the balance of the game is stable I'll also start attaching the requisite full-bleed files such that they may all be printed professionally.
PDF Version 1.4.1 :
https://drive.google.com/file/d/1cBEiJg2hjE_u1KPc91is7ZW3619xhrBk/view