Join the Rebellion! Sign up for the Imperial Navy! Recreate the strategic struggle of the galactic rebellion from roughly episodes 4-6. Send leaders on missions! Capture rebellion heroes and turn them to the dark side! Space battles! Asymmetrical play has the weak rebellion fighting a guerilla war of survival until they can build up their strength. The Empire starts with a massive military and must quickly locate and stamp out the rebels before they grow.
RulesRebel objectives
Check out this cool shit! pew pew pew pewpewpew!
Board
Empire
Rebel
Basic turn
Assignment phase- Starting with rebels, each team assigns leaders to missions.
Command phase- Players take turns revealing missions or activating systems (with unallocated leaders from pool) to move units. (Rebel admiral -> Empire admiral -> Empire general -> Rebel general)
Refresh phase-
I- Retrieve leaders
II- Draw missions (draw 2, discard down to max of 10)
III- Launch probe droids (draw 2 probe cards)
IV- Draw objectives (rebel draws 1 objective)
V- Advance time marker (recruit/deploy if marker is shown)
VI- Deploy units (starting with rebels, slide units one space down build queue. Units that slide off the 1 space are deployed to any loyal/subjugated system, limit 2 new units per system)
Combat
Add leader- If a faction does not have a leader in the system, they may place a leader from their pool and place it in system.
Draw tactic cards- Each side draws tactic cards based on his leader's tactic value.
Combat round-
1. Space battle- One round with all ships
2. Ground battle- One round with all ground units
3. Retreat- Starting with current turn player, each player may choose to retreat
4. Repeat if both players still have units in system
We will be using the team version. Each side will be composed of 2 players, one controlling the admiral leaders, the other the generals.
Change to default team rules
Admiral decides what and where to build all space units while the general decides what and where all ground units are built. Both leaders will be sent all cards and can choose whichever mission they wish.
Teammates may PM each other
Imperials post orders in
blue
Rebels post orders in
redDice
1-2: Blank
3-4: Hit
5: Explosion
6: Lightsaber
(both red and black dice have the same icons)
Sign up below. Will randomly pick 4 when I wake up tomorrow!
Lykouragh
Imperial Admiral
Daemonis
Imperial General
JusticeForPluto
Rebel Admiral
jdarksun
Rebel General
Posts
Everyone read up the rules, and pick which faction you would like and which role (admiral or general). Roles can be found on page 19.
I'm going to be changing the roles a bit because frankly the default is a bit silly. It says the admiral is in charge of building and deploying ALL units, while the general is in charge of drawing and all the mission, probe, and objective cards. But there's no reason for the general to not show his team's admiral all the cards so....his perk is kind of pointless there. It also says the general is in charge of missions and can disallow the admiral from carrying out missions which is just going to lead to fighting and ill will.
I'm changing it to the admiral decides what and where to build all space units while the general decides what and where all ground units are built. Both leaders will be sent all cards and can choose whichever mission they wish.
The official rule is also pretty silly when it comes to team discussion. It says all discussions must be open and in front of the other players, but that you can whisper to your teammate, meaning there's no point to the open discussion rule. Rule for this game is PMs are allowed.
Imperial Admiral
Imperial General
Rebel Admiral
Rebel General
It gives the rebel planets a chance to not be adjacent to the imperial ones, so they can't have all their production removed on the first turn.
The Division, Warframe (XB1)
GT: Tanith 6227
How does that ensure non-adjacency over the default setup? Wouldn't it have Rebel planets start out right next to Coruscant?
@JusticeforPluto to choose Rebel General or Admiral
Imperials to place the following at any loyal or subjugated system:
3 star destroyers
3 assault carriers
12 TIE fighters
12 stormtroopers
5 AT-ST
1 AT-AT
1 Death Star
At least 1 ground unit must be placed in each system
@Lykouragh
@Daemonis
The default setup rules, all but one rebel starting planet probe are adjacent to an imperial starting planet probe (Ryloth). So if you ignore the probe indicators for both sides, you get a much wider range of available planets, so there is less a chance of them dropping next to each other. A lot of it comes down to the luck of the draw, but its weighted pretty heavily in imperial favor, especially since rebels can only defend one starting planet (and don't even really have the forces to actually defend it against even a third of the imperials at that point).
As is in that screenshot, the rebels are going to lose Kashyyk before it can even build anything, barring horrible dice rolls.
Yeah, it can mean the rebels can start right next to Coruscant. Personally I don't have a problem with that, as it actually gives the imperials a reason to defend it before turn like 8.
I think Rebels being mostly subjugated early is deliberate and part of the game's balance. They have no trouble winning anyway.
Ship placement:
Mygeeto:
1 Carrier
Kashyyk:
1 Death Star
1 Carrier
4 TIE
Coruscant:
1 TIE
Sullust:
2 Star Destroyer
1 Carrier
4 TIE
Mustafar:
1 Star Destroyer
3 TIE
@Daemonis, you want to place the groundpounders?
Bonus: in searching for a death star picture, I came across this nerd gem
http://comicvine.gamespot.com/forums/battles-7/unicron-vs-the-death-star-638979/
Mygeeto:
1 AT-ST
2 stormtroopers
Mandalore:
1 AT-AT
1 AT-ST
2 stormtroopers
Corellia:
1 Stormtrooper
Coruscant:
1 Stormtrooper
Sullust:
4 stormtroopers
2 AT-ST
Mustafar:
1 AT-ST
2 stormtroopers
@JusticeforPluto
@jdarksun
for unit placement
Remember that "Rebel Base" is also a valid placement location for units.
Also choose where you secretly want the Rebel Base and PM it. You may choose any system besides the starting Imperial ones.
Keep in mind that the Rebels will always have a mission card that lets them relocate the base (draw 4 probe cards and pick one new location).
Rebels can also place units on remote systems during setup, which can't be done during normal gameplay (deploy phase).
3x Rebel Troopers, 1x Airspeed in Base.
@jdarksun @JusticeforPluto
Rebels commit leaders to ("facedown", secret PM'd to me) missions or leave them in reserve at pool.
Basic recap of missions: You may attempt missions by assigning 1-2 leaders to each mission card. The total number of the leader icons must meet the number/type on the card. You must reveal which leaders are going on missions (and if 2 leaders are going on the same mission) but you do not reveal what the mission is until the command phase turn you attempt it. Missions automatically succeed unless opposed by an enemy leader. Once the assignment phase is over, the command phase has everyone taking a turn by revealing one mission or using a leader in the pool to activate a system for movement (which works just like the command counter movement system from Twilight Imperium). Command phase turns keep going until everyone has passed.
In order to oppose an enemy mission or activate a system for unit movement, it must be with a leader from your pool (not assigned to a mission).
to Mon Mothma
Missions:
-Jan + Leia
-Mon Mothma
Pool
General Rieekan
@Lykouragh @Daemonis for assignment phase
Missions:
-Darth Vader
Pool
Grand Moff Tarken
Emperor Palpatine
General Tacce
Rebel admiral -> Empire admiral -> Empire general -> Rebel general
@JusticeforPluto to reveal mission or activate system (or pass)
(not that I'm complaining if I'm wrong, your version is more favorable to the Empire... )
Oops, had some extra after copy pasting. Fixed.
Mon Mothma (3 yellow diplomacy icons)
@Lykouragh to choose whether or not to oppose