Hello all. I know there are lots of threads concerning Star Wars themed games but I thought I might share mine with you all. I hope you enjoy it.
Special Notes : Star Wars during the Rebellion era thats why there is no "Clone Army" "Trade Federation". Also the Empire is supposed to be WAY over powered since they will be starting the game at Mecatol Rex and will most likely be targeted by many players early on. I welcome any advice and criticism. I had them all balanced at one point but lost it on my last PC when I got a nasty Virus so have had to redo them the best I could remember.
Empire
- Tie Fighters: You fighters are produced at cost of three ships per resource; however they only ever score a hit on a roll of a natural 0. Your fighters also do not count towards your producion capacity.
- Fleet Supremacy: You may always have one more ship in a system than you have counters in your fleet supply
- Rule by Fear: As long as you control Your home system you may spend a CC from your Fleet Supply to choose the outcome of any political agenda this includes vetoes.
- Fighter Bays: Your dreadnaughts may carry up to three fighters. Also, as an action you may spend a CC from your strategy allocation to place three fighters in a system containing a dreadnaught. This does not activate the system and may be done in an already activated system.
Starting Tech: Hylar V Assault Laser, Enviro Compensator, Stasis Capsules, Automated Defense Turrets
Racial Tech: Death Star (10 resources)-During a space battle Your War Sun you may opt to destroy a planet in that system instead of making its normal attacks. You must immediatly pay the amount of resources equal to the total of influence and resources of the planet destroyed. You then suffer the same backlash as "razing" a planet. All ground forces, PDSs, space docks, and heros attached to the planet are lost. If there are no more planets in the system replace the tile with a "Asteroid Field" tile, all remaining ships may then make a Tactical Withdrawl.
Home Planet: Mecatol Rex/ Courascant
Trade: 3,2
Starting Units: 1 War Sun, 2 Drednaughts, 1 Carrier, 4 GF, 1 PDS, 1 SD
Leaders: Sith, Admiral, Agent
Rebelion
- Uprising: Whenever a political agenda is resolved you may spend a CC from your Strategy Allocation to place a GF on any planet in a nonhome system. This does count as invasion combat but no PDSs may be fired.
- Strike Force: Before a space battle begins you may sacrifice a ship containing Ground Forces to place all its Ground Forces onto a planet in that system. This is considered invasion combat.
- Carrier Frigates: Your carriers have a capacity of 8 and Sustained Damage ability
Starting Tech: Enviro Compensator, Antimass Deflectors, Stasis Capsules
Racial Tech X-Wing Fighters (2 Resources)- All your fighters receive +1 to combat rolls
Home Planet: Dantooine 3,1
Trade: 1,2
Starting Units: 2 Carriers, 1 Cruiser, 4 GF, 4 Fighters, 1PDS, 1 SD
Leaders: JedI, General, Agent
Bothan Spy Network
- Sensitive Intel: You have no limit to the number of action card in your hand
- Operatives: When ever you successfully invade another players planet you may look at their action cards and take one for yourself
- The initiative order of your Strategy Card is always 0
Starting Tech: Antimass Deflectors, Enviro Compensator
Racial Tech: Security Clearance (5 Resources)-Your fleets do not trigger PDSs (including Deep Space Cannons) or space mines
Trade: 2,2
Starting Fleet: 2 Carriers, 1 Destroyer, 4 GF, 4 Fighters, 1 SD
Leaders: Admiral, Scientist, Agent
Hutt Crime Syndicate
- Black Market: Your trade agreements do not need approval and may never be broken except by acts of war.
- Spice Mines: You receive one additional trade good for your active trade agreements.
- Bribery: When you use the secondary ability of the diplomacy Strategy card you may also spend 4 resources use the primary.
Starting Tech: Enviro Compensator, Sarween Tools, Micro Technology
Racial Tech: Bounty Hunters( 4 resources) You may build a bounty hunter in your home system for cost of 4 resources
Home Planet: Nal Hutta 2,2 Nar Shadda 2,3 Dxun 1,1
Trade: 3,3
Starting Fleet: 1 Carrier, 2 Destroyers, 2 GF, 3 Fighters, 1 PDS, 1 SD
Leaders: Diplomat, Scientist, Bounty Hunter
Mon Calamari
- Fleet Yards: The cost to produce your Dreadnaughts and Cruisers is reduced by one
- Aquatic Planet: All GF attempting to invade your home planet receive a -2 to their combat roll
- Alliance Ship Production: Any player that you have an active trade agreement receives the same bonus as your “Fleet Yards” special rule.
- Focused Research: At the beginning of the each strategy phase pick a tech color. You receive a +1 discount for tech of the chosen color.
Starting Tech: Hylar V Assault Laser, Antimass Deflectors
Racial Tech: Ion Cannon ( 5 resources)- Before space combat your Dreadnaughts and cruisers may make a single attack. If that attack hits choose one enemy ship in that system; it may not participate in the first round of combat
Home Planet: Dak 3,2 Blue Tech
Trade: 3,2
Starting Fleet: 1 Dreadnaught, 1 Cruiser, 1 Carrier, 2 GF, 2 fighters, 1 SD
Leaders: Diplomat, Scientist, Admiral
Trandoshan Slavers
- Wookie Slaves: You may produce Shock Troops in your home system for 1 resource per Shock Troop
- Slavers: Whenever you successfully invade a planet roll a die. On a roll of 5-9 you receive a single GF on that planet. On a roll of 0 you receive 1 GF and 1 Shock Troop.
- Slave Trade: Players with which you have an active trade agreement may produce Shock Troops in there home system for a cost of 1 resource per Shock Troop.
- You begin the game with one extra token in your Fleet Supply
Starting tech: Antimass Deflectors, XRD Transports
Racial Tech: Neural Inhibitors( 4 Resources)-Your Shock Troops may exist alone
Home Planet: Trandosha 3,1 Kashyyyk 2,0
Trade: 1,2
Starting Fleet: 2 Carriers, 2 Cruisers, 4 GF, 4 Fighters, 1 SD
Leaders: General, General, General
Yuuzan Vong
- Vonduun Crab Armor: Your Cruisers, and normal GF gain the sustained damage ability but receive a -1 to combat rolls when damaged.
- Beyond the Outer Rim: You may never spend influence to vote on a political agenda. Additionally, after the game board has been set up you may replace a single tile adjecent to your system with a tile containing a worm hole.
- Chosen Race: You are allowed first pick of Strategy Cards on the first turn.
Starting Tech: Enviro Compensator, Stasis Capsules, Hylar V Assault Laser
Racial Tech: Advanced Stasis( 4 resources)-Your Dreadnaughts and Cruisers may carry one additional GF
Home Planet: Unknown 5,0
Trade: 0,0
Starting Fleet: 2 Dreadnaughts, 1 Carrier, 1 Cruiser, 6 GF, 3 Fighters, 1 SD
Leaders: General, Admiral, Agent
Special Rules :
Jedi
: Counts as both a General and a Diplomat
Sith
: Counts as both a General and an Admiral
Bounty Hunter
: Attached Ship receives +1 Movement +1 combat roll may move through enemy fleets ( Bounty Hunter’s ship alone) Enemy Heroes are captured on a roll of 2+. Counts as a Shock Troop that may exist alone. PDSs may not target a Bounty Hunter's Ship. Mayonly be attached to Cruisers and Destroyers.