Hey everyone,
I'm in the process of teaching a new group of players in preparation for starting a Rebellion in the Rim campaign. Because they are new, I want to add a house rule that allows them to replace ships in their fleets without (hopefully) breaking the balance or spirit of the campaign. My reason is I don't want them to feel locked into an entire campaign if they discover they don't like a ship or two in their fleet as they figure out how the different ships work.
With that said, what do you think of this rule? I kind of melded the regular Refit and Expand Fleets, Retire the Fleet, and Command Ship Upgrade rules all together.
It will be part of the Refit and Expand Fleets step, after Add or Remove Forces.
Modify Fleet
After the end of a pivotal battle, each team can replace some of the forces in one player's fleet with a new outfit of ships, as described below.
- The team spends one resource token and one repair yard token.
- Then one of this team's players may choose to remove a number of their ships, squadrons, and upgrade cards from their fleet. That player must retain at least one ship in their fleet.
- That player may then purchase any number of ships. The ships can have a total fleet point value that is up to the value of the ships that player removed plus half of the total fleet point value of any squadrons and/or upgrade cards that were removed, rounded up. Unspent fleet points are lost.
- The total value of fleet points for ships in a player's fleet cannot exceed 200 points.
- Any title upgrade cards equipped to ships removed this way must be removed, also. Title upgrade cards removed this way are included in the value of removed upgrade cards.
- Any unique upgrades that are removed this way are eliminated and cannot be added to a fleet again by any player during the campaign.
- Upgrade cards that player has not removed can be equipped to the added ships, if able.