Rebellion Era Star Wars

By BeardoVonPork, in Twilight Imperium 3rd Edition

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.

Sorry for double post. Im new here and I couldnt figure out how to edit within the original post. Got it now

I understand that the Empire is meant to be overpowered to a certain extent, but I think the Death Star being able to hit adjacent systems is a bit much. It should be limited to planets in the current system (the death star wasn't able to shoot across interstellar distances in the movies, either.) Allow the fleet to perform a Tactical Retreat into an adjacent system after destroying a lone planet if you want to keep the asteroid tile thing. That's a nifty idea, btw, as long as you have enough spare asteroid tiles to go around.

One assumes you'll be needing some kind of marker to denote destroyed planets if they weren't the only one in system, or is this ability only meant to make it a neutral planet again that can be re-inhabited later?

I'd also be inclined to add some sort of political fallout for destroying a planet, but that's just me.

Thanks for the input. How would you rewrite it? Im having a hard time working in the Asteroid field idea unless you are attacking an adjacent system. That is really the only reason why I made it that way. If you can working in the Asteroid field while reducing the range of the death star to its current system im all for it.

I originally thought about the idea of political fallout for destroying a planet but then I rewatched the scene in the movie where they destroy Alderan. They are using them as an example in order to keep the other systems in-line out of fear. That being said, I welcome your ideas concerning the matter.

BeardoVonPork said:

Thanks for the input. How would you rewrite it? Im having a hard time working in the Asteroid field idea unless you are attacking an adjacent system. That is really the only reason why I made it that way. If you can working in the Asteroid field while reducing the range of the death star to its current system im all for it.

Like I said, give the fleet the option of making a Tactical Retreat (per Shattered Empires) after destroying the last planet in a system. In addition to reducing the range it adds a more strategic element to blowing stuff up, since you want to make sure you have an avenue of escape open before you do it. Gives opponents a means of preventing of it, too. Making an ability that's really powerful is one thing, but you want to make sure opponents have at least some options to avoid or respond to them. The only thing more frustrating than losing an entire planet without a fight is knowing there's nothing you could do to stop it.

Maybe, instead of destroying a single planet, have the weapon destroy an entire tile. Flip it over and say all flipped tiles are asteroid fields. That ensures you won't run out of asteroid tiles during play if you blow up a lot of systems. It also adds a check in place if the Empire has one planet and someone else has the other - he might be less gung-ho about destroying his own units too. In that case, though, you definitely want to add an extra cost to using it. Maybe something like the Empire has to expend resources equal to the total influence of the system (throwing money and/or stormtroopers around the galaxy to silence the voices of protest, which would naturally cost more for more important systems.)

The Empire destroyed Alderaan to show off their super-weapon (and to put the screws to Leia for being a dirty rebel.) That action may have cowed some of the planets who were already paying lip service to the Emperor, but I highly doubt it did anything to silence the planets that were already forming the backbone of the rebellion. If anything it probably brought more supporters into their cause.

I'm also not entirely convinced that Empire made it public knowledge that they had blown up Alderaan. I'm no Star Wars buff, but it seems to me the heroes only found out about it because they were on their way there when it happened. The movies didn't spend a lot of time focusing on people who weren't either part of the rebellion or high-ranking Empire officials, so it's hard to say how much the general populace actually knew about what was going on. I know if I were in charge on an evil galactic empire bent on blowing up planets full of rich people, the first thing I'd do is make sure I had a handle on the media. Perhaps there are books or something in the extended universe that expands on that point (I haven't really exposed myself to anything beyond the movies and a couple video games.) I'm not saying it's a necessary thing to make a political backlash for blowing up a planet in this homebrew. It's just what I'd be inclined to do.

I updated the Imperial Tech. The cost to use the "Death Star" is lower but at 10 resources plus original cost it will take awile for the Empire to be able to grab their tech. Especially Starting on a planet with only 1 resource (Mecatol Rex) Range has also been reduced with a penalty for use. I have also updated the Bothan racial tech and the Yuuzan Vong special abilites in an attempt to make it more user friendly. And finaly, I have a new race ready. The most powerful crime syndicate in the Galaxy; The Black Sun. Let me know what you think

Black Sun Syndicate

  • Extortion: If another player breaks one of your trade agreements you receive a free Command Counter.
  • Racketeering: You gain +1 Trade Good for each planet you successfully invade.
  • Credit Laundering: During the Strategy Phase, you may take one Trade Good token from up to two different players. Each such target player must have at least 3 Trade Goods initially.
  • Smuggling: As an action you may spend 2 TG to place 2 GF on any one planet you control

Starting Tech: Enviro Compensator, Hylar V Assault Laser

Racial Tech: Arms Dealing (5 resources) Before any Space Battle or invasion Combat Round, you may spend 2 Trade Goods to give all your Spaceships +1 or all of your Ground Forces +2, on their Combat Rolls for that Combat Round.

Home Planet: Ord Mantell 2,3

Trade: 2,3

Starting Units: 2 Carriers, 1 Cruiser, 4 Fighters, 3 GF, 1PDS, 1SD

Heroes. Agent, Agent, Scientist