Salutations All-
I have been posting most of this material in another forum, but it has since been recommended to me to give this project its own Topic. This should help keep all the materials organized and presented on the first page, with each section being modified from development, playtest results, and feedback. And hopefully, a few additional eyes on the project to truly test it.
Rules: PDF
Points: Image (Updated 8.3.18)
General Changes:
We have replaced the Energy mechanic with a variation of the new Charge mechanic
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See below for reasoning
)
Recover Shields action has been removed
With FFG's 2.0 mantra of heavily regulated shield regeneration, there is an inherent danger in having a standard action for this very purpose.
In addition, it is depended on the energy mechanic, which is no more.
Ship Cards
ALL Epic ships are getting two Ship Cards. Each ship card is treated as a separate ship in almost all cases, and we are truly exemplifying that in our current design. Each ship card activates separately, perform their actions in turn. Currently, we have eliminated the "Epic" portion of the activation phase, to streamline it more in to the 2.0 play experience.
Upgrade Slots
While they are not necessarily printed on the cards anymore, our approach to Epic is that Epic Ship upgrades and Standard Ship upgrades should NOT cross contaminate. By having these be universal in 1.0, it caused ALOT of headache (mostly crew cards). As Epic Ships and Standard ships should feel and play DIFFERENTLY, it makes the design space for balancing concerns much more difficult when they share options. As a result, Modifications and Crew will NOT be found on our Epic Ships. Instead, we have expanded the functions of Teams and Cargo, as well as added a new upgrade, Commander.
>>Teams have been used incorporate many of the generic (and some unique) crew options that work well for epic ships.
>>Like teams, Cargo has been expanded, where many of the previous Modifications that were found for Huge ships are now here.
>>The idea behind Commanders is that they should give Epic Ships 'Genre-breaking' abilities, with the thought that there is only 1 at most per Epic Ship.
Hard Point Upgrades
With the added rule in 2.0 that a ship can only every receive ONE bonus attack, regardless of source, we believe this should carry into Epic with an exception to Hard Points. These grant additional attacks in addition to your Primary attack, but are not considered "bonus" attacks. However, any additional attacks from these attacks (such as Quad Laser Cannon) still follow the rule of only ONE bonus attack per ship. Note: As each Section is treated as a separate ship in the Engagement phase, each Section may perform a total of one bonus attack, granting an Epic Ship essentially two bonus attacks if utilized by each section.
Fore Section Activation
The Fore Section of the Epic Ship is considered to have performed (not revealed) a Blue Maneuver when it is activated during the Activation Phase.
Actions
Each section may perform actions only on its native action bar. As free actions have been removed from 2.0, we see no reason to continue the functionality of Epic ships being unable to gain additional actions. As many have stated and we agree with, action economy has become a huge thing in X-wing, and 2.0 is fully embracing this with controlled measures. As a result, we have incorporated many ways for Epic ships to gain additional actions. We have also added one new action to for Epic ships: Energize.
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Energize:
When performing an Energize action, you may spend any number of [Charge] to regain an equal number of [Charge] on any number of your Pilot or Upgrade cards. For example: If you spend 2 charge from your Aft Section, you could either give one Upgrade two [Charge] OR your Fore Section and one upgrade one [Charge] each OR two upgrades one [Charge] each.
>>>>>>>(The [Energize] Icon is the old Energy Symbol from 1.0)
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Lock:
Each section may acquire and spend locks with the appropriate action. Locks are not "shared" by each section.
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Jam:
Now functions as it does it Standard Play for 2.0.
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Reinforce:
functions nearly identical to Original Epic. However, as I start to post the Pilot cards we have made, you will notice that EACH section has the Reinforce action. Whichever section performs the Reinforce Action receives the Reinforce token. It is possible for the entire Ship to be Reinforced if BOTH sections perform the action (As Reinforce has been limited to reducing damage to a minimum of 1, we feel this isn't overly powerful, while also providing a boost to the Epic ship feel and resiliency as Recover has been removed).
Movement
We have altered the Epic Maneuver Tile to that attached. We have kept the 30 degree turns as the farthest that a turn can be performed by an Epic Ship, as we believe this adds to the large / heavy feel of an epic ship. All movement is now measured with the template lined up with the BACK edge of the Epic Ship. This Maneuver Tile removes nearly ALL of the 'fishtailing' effect that the old provided, and it removes level of need to move small ships out of the way (On a personal note: This is also much easier for Storage in my maneuver template case as it gets rid of the awkward shape!).
Stress, Ion, Tractor, Focus
Epic ships are no longer immune to stress.
Epic ships now receive Ion tokens. When both sections have acquired at least six Ion Tokens combined, the entire ship is considered Ionized, and suffers the effects listed in the 2.0 Rulebook.
Epic ships are immune to the Tractor tokens and the 'Tractored Effect'.
Epic ships can now gain Focus (and by extension Calculate), tokens.
Ramming and Obstacles
We share the opinion with many that we have read that Ramming should not destroy ships outright. However, we also believe that a Huge Ship should ALWAYS complete its maneuver. The current mechanic is inspired by Armada, but are still uncertain about it as it feels somewhat clunky.
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Overlapping Epic Ships:
After executing a maneuver, if a Huge ship overlaps another Huge ship, use the standard rules for overlapping. However, overlapping an Huge Ship does not cause you to skip the "Perform Actions" step. Instead, EACH ship are dealt a faceup damage card.
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Overlapping Standard Ships:
If a Huge ship overlaps a Large, Medium, or Small ship, the overlapped ship(s) position(s) are adjusted by the controller of the Huge ship to allow the Huge ship to complete its maneuver. Ships adjusted in this way must still be in contact with the Huge ship as well as their previous position (if their previous position is completely covered, the Epic Ship controller moves them to as close as possible to their previous position while still in contact with the Epic Ship). After their position is adjusted, the opposing player to the huge ship’s controller may adjust the standard ship’s facing to any direction.
Standard ships then suffer a number of facedown damage cards based on their size, Small - 4; Medium - 3; Large - 2. The Huge ship also rolls 1 attack die, and suffers any hits or critical effects rolled. Overlapping a Standard ship does not cause the Huge ship to skip the "Perform Actions" step.
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Overlapping Obstacles
: If an Epic ship overlaps an obstacle, it rolls 3 attack dice and suffers any damage or critical damage rolled. Then remove the obstacle. Overlapping a Obstacles does not cause the Epic Ship to skip the "Perform Actions" step.
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Standard Ships Overlapping Epic Ships:
When a standard ship overlaps a basic ship, it follows the standard rules for Overlapping ships. In addition, the player controlling the overlapping ship rolls 1 attack die, and suffers any damage or critical damage rolled.
Ship Tiles and Arcs
Huge ships have three sets of firing arcs printed on their ship token, Fore Section Firing Arcs, Aft Secion Firing Arcs, and a Shared Firing Arcs. Primary weapons and special weapons that utilize an arc utilize the arc of the section they are found, unless the weapon has the shard firing arc symbol printed on it. Weapons with the shared arc symbol must use the shared firing arc set on the huge ship token.
My gaming group here in the desert have been looking at how to adopt Epic into 2.0 since FFG performed the unboxing of the conversion kits. We have done quite a bit of work playing with a custom redesign that hopefully has a similar feel to 2.0. We are attempting to approach this from a similar stance to how the Devs have stated in their many videos, with one of the biggest being that we aren't worrying about points cost until everything else feels right (not too mention there are still a LOT of point cost variables that have yet to be seen). (EDIT: Points have been posted as well, though in a very rough form. Card abilities and interactions are still first priority, but these points are guidelines in hope to encourage more players to try this stuff out in the wider world).
Edited by LawstDragon