Hey folks,
We had some great fun in the last two years in our local group drafting homebrew rulesets and scenarios for x-wing 1.0. Some of these included the scenario "X-Wing vs. TIE fighter"
:
https://citrus7workshop.wordpress.com/x-wing-vs-tie-fighter/
or the full game card replacement ruleset Supremacy:
https://xwsupremacy.wixsite.com/supremacy
Now that 2.0 has rolled in, mechanics have started to settle, points are out, I think it's about ripe to start tinkering with homebrew scenarios again. I had a huge amount of fun putting these together, and I'm really interested in pulling together some of the neat ideas from these early attempts into something new. Something we experimented with in Supremacy, sometimes nailed, and sometimes missed, was the concept of "chasses", such that individual pilots could hop into different versions of the same starfighter, to fulfill different roles in your squadron. There was a whole slew of ideas in Supremacy and XvT that I'm excited and interested in turning into something new, that fits alongside 2.0 rules.
I'd like to continue to develop fan scenarios and modules that, with minimum effort and printing, can be used alongside your miniatures to shake things up a bit from your regular 60 minute 100pt matches.
I think with the floating points system in place for 2.0, a "revised points" X-wing probably isn't on the cards or helpful, but developing a "just-for-fun" altered version of the rules to try out when you need a break, just might well be.
Things I would like to experiment with in the context of one-shot scenarios, or a fan expansion include:
- Pilots semi-separated from chasses (done extremely carefully)
- Mission cards, with one randomly chosen for the game at hand, which you have to adapt your game plan to.
- Multiple variations of chasses for starfighters.
- Exploring concept of squadron-based "flags" to fly. So your squadron path involves picking a Faction, then a Squadron card with specific attributes.
- "Hidden actions", possibly involving a card-based system where you specify the action you intend when you pick your dial, as opposed to after it's revealed, to shift more of the decision making towards imperfect information scenarios.
In a future setting where you've got a day of X-wing set up with friends, and you're looking for 'something different' to try in the afternoon, what would *you* want to see or be able to do?