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.