2nd Ed Rules, 1st Ed Materials

By Darth Meanie, in X-Wing

XWM 2.0 Retro Homebrew

Running a Battle with 2.0 Rules but 1.0 Components

Pilot Initiative to Pilot Skill

Init

PS

1

1

--

2

2

3

3

4

--

5

4

6

5

7

--

8

6

9

Crossover Pilots: If a pilot exists in both 1.0 and 2.0, the 2.0 version takes precedence.

Missing 1.0 Pilots: Build the pilot as desired with a 1.0 generator. Convert PS to Init as above, and double the points of the 1.0 build.

Banned 1.0 Upgrades: When creating Missing 1.0 Pilots, you may not use Adaptability, Veteran Instincts, Push The Limit, or Twin Laser Turret.

Huge Ships: As per Missing 1.0 Pilots.

Barrel Rolls: Use the 1.0 rules. There is no requirement to line up the marks on the base with the movement template.

Dials: You may use a 1.0 or 2.0 dial for any ship. You may reassigned dials to different ships each turn, as required to get the maneuver you want. On the other hand, you must use the maneuver as displayed on the dial. For example, if you want 3 T-65s to Tallon Roll but only have 2 2 nd edition dials, one T-65 will be unable to perform the 2.0 maneuver.

Bullseye Arc: If you are using a base without the 2.0 arc printed, use a range ruler centered between the movement stubs to simulate the Bullseye Arc.

Medium Bases: Use a Medium Base for the following ships, if possible: K-Wing, Firespray-31, TIE Punisher, TIE Reaper, U-Wing.

Mobile Arcs: No good solution, save use the Lancer base or the Lando Falcon base, or best guess.

Have I missed any key issues in my attempt to "use the app without buying more crapp??"

ARCs go on a medium base too

Edited by Herowannabe
Typo