JayRhea

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About JayRhea

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  1. [Missions] Tournament Scenarios

    Updated the thread with some new scenarios and scoring changes that are compatible with the current tournament rules.
  2. [Missions] Tournament Scenarios

    Squad Leader https://tools.fantasyflightgames.com/xwing/home/4710/ Scenario Setup Squad Leader: At the start of setup, each player designates 1 ship in their squad as the “Squad Leader.” Each player may equip 1 free Modification upgrade on their Squad Leader that is different from any other Modification upgrades equipped on that ship. The designated ships and chosen upgrades are revealed simultaneously, and then each player collects three different order tokens and places the tokens next to their Squad Leader ship card. Special Rules Order Tokens: At the start of each round, each player may assign one of their unused order tokens to their Squad Leader or one friendly ship at Range 1-3 of it. Place the token facedown on the chosen ship’s Ship card. At the start of the Activation phase, players reveal all tokens simultaneously. Each token has one of the following effects: Take Evasive Action: Increase this ship’s agility value by 1 until the end of the round. Open Fire: Treat this ship’s pilot skill value as “12” during the Combat phase. Stay Frosty: Treat all maneuvers this ship executes as green maneuvers until the end of the round. During the End phase, discard all assigned order tokens. They may not be used again. Objectives Players can earn additional points at the end of a Squad Leader scenario that count toward the match score. Squad Leader scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Friendly Squad Leader not destroyed = 40 points added to the player’s score. Enemy Squad Leader destroyed = 20 points added to the player’s score.
  3. [Missions] Tournament Scenarios

    Reinforcements https://tools.fantasyflightgames.com/xwing/home/7292/ Scenario Setup Reinforcements: At the start of setup, each player must split their ships into two groups: group A and group B. Group A must have 50-88 squad points worth of ships and group B must have 12-50 squad points worth of ships. During the Place Forces step, each player places their respective group A into the play area. Special Rules Call For Backup: At the end of the third round, or any round thereafter, a player may place their respective group B within Range 1 of their friendly edge or any neutral edge and can use those ships as normal. Objectives Players do not earn additional points at the end of a Reinforcements scenario.
  4. [Missions] Tournament Scenarios

    Recon Patrol https://tools.fantasyflightgames.com/xwing/home/4709/ Scenario Setup Recon Patrol: Before obstacles are placed, the player with initiative chooses one satellite token and places it within Range 2-3 of their edge of the play area. Then, the player without initiative chooses one satellite token and places it within Range 2-3 of their edge of the play area. The players continue to alternate until six satellite tokens have been placed. A satellite token cannot be placed at Range 1 of any edge of the play area or at Range 1 of another satellite token. Then, players place obstacles according to initiative. An obstacle token cannot overlap a satellite token. Special Rules Scanning: Instead of performing an attack during the Combat phase, a ship that is overlapping an enemy satellite token may SCAN the token. To do so, that satellite token is removed from the play area and placed on the scanning ship’s Ship card. A ship cannot scan more than one satellite token. If an enemy ship is overlapping an enemy satellite, a friendly ship that is touching that enemy ship may scan the satellite as if the ship were overlapping the satellite token. If a ship is destroyed after scanning a satellite token, return the satellite token on its Ship card to the opponent who then places it within Range 2-3 of their edge of the play area according the setup rules. After a satellite token has been scanned, the ship that scanned the satellite may flee off the friendly edge of the play area. If a ship with a satellite token flees the play area off a friendly edge, it is not destroyed but cannot return to the game. Objectives Players can earn additional points at the end of a Recon Patrol scenario that count toward the match score. Recon Patrol scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Each friendly ship that scans an enemy satellite token and flees off a friendly edge of the play area = 20 points added to the player’s score.
  5. [Missions] Tournament Scenarios

    Minefield https://tools.fantasyflightgames.com/xwing/home/5180/ Scenario Setup Minefield: After obstacles have been placed, the player with initiative chooses one mine token and places it into the play area. Then, the player without initiative chooses one mine token and places it into the play area. The players continue to alternate until six mine tokens have been placed. A mine token cannot be placed at Range 1-2 of any edge of the play area, at Range 1-2 of another mine token, or overlapping an obstacle token. Then, players place their ships in ascending order of pilot skill according to standard X-Wing rules. Special Rules Detonating Mines: At the end of the Combat phase, if there are two or more ships at Range 1 of a mine token, that token DETONATES. To detonate a mine, roll three attack dice. Each ship at Range 1 of the mine suffers any damage and critical damage rolled. Then that mine token is discarded. Minesweeping: Mines are treated as obstacles that can be attacked, target-locked, damaged, and destroyed. Each mine has a hull value of “4” and an agility value of “0.” Mines can be damaged only by critical hits; for each critical damage a mine suffers, place one damage token near that mine instead of dealing a Damage card. When there are four or more damage tokens near a mine, it is destroyed. Objectives Players do not earn additional points at the end of a Minefield scenario.
  6. Changes to Ship Variants

    After adding more stats to my comparisons, and refining those comparisons a bit further, I’ve made some recent changes. Some new ship and upgrade cards have also been added, including ship cards for B-wing Shuttle, Prototype B6, Mining Guild TIE Fighter, SX20 Airskimmer, Imperial Loader Shuttle, HH-87 Starhopper, StarViper M-2 and Fang Fighter. The Fang Fighter was originally similar to an A-wing, but with 3 hull, barrel roll instead of boost, torpedo instead of missile, and a StarViper maneuver dial with green 1 speed turns and a stationary maneuver. Just a few days after adding the Fang Fighter wave 9 was announced, so I have since changed it to the official stats and given the maneuver dial tallon rolls instead of segnor’s loops. A new ongoing project is to do redo the artwork, ship icons and text boxes of some older cards, while also reducing information size. Looking back, I’ve come to the realization that I was adjusting the clarity of artwork and ship icons a bit too much, so I’ve started replacing some artwork and ship icons, especially the alphabet- and TIE-series stuff. This also provides an opportunity to readjust text box margins, rewrite fluff text, and reduce information size for all cards. So far only the Z-95 series has been fixed, but I will be fixing everything else while finishing up some other projects, like changing the capital ships to huge ships, and adding new Chiss, Hapan, Ssi-ruuvi, Yuuzhan Vong, bounty hunter and smuggler cards. Generic Upgrades: http://www.afewmaneuvers.com/topic/3404-upgrades-generic-upgrades/ Added Angled Deflectors modification and Ordnance Handlers team upgrade. Incom/Subpro (Z-95 Headhunter Variants): http://www.afewmaneuvers.com/topic/823-ships-pilots-z-95-headhunter-variants/ Added Z-95 only Ion Cannon modification. Changed Advanced Z-95 Headhunter (Heavy) name to Z-95-AF4-H Starfighter and added a second missile icon. Removed Z-95XT Trainer Standard Configuration title. Added Imperial Variant Z-95 Headhunter ship card named Danoor Military Pilot and changed S-foils modification to dual card. A-wing Variants: http://www.afewmaneuvers.com/topic/162-ships-a-wing-variants/ Added R-22 Spearhead maneuver dial. B-wing Variants: http://www.afewmaneuvers.com/topic/163-ships-b-wing-variants/ Added B-wing only Targeting Lasers system upgrade. Redesigned Heavy Ion Cannon upgrade. Added B-wing Shuttle ship and upgrade cards. Added Prototype B6 ship and upgrade cards (including Composite-beam Laser upgrade). T-65 X-wing Variants: http://www.afewmaneuvers.com/topic/110-ships-t-65-x-wing-variants/ Changed X-wing and T-65X-D1 Standard Configuration titles so only torpedo secondary weapons receive point discount. Changed S-foils modification to dual card. Removed Recon-X, Trainer-X, Advanced X-wing and Tandem X-wing Standard Configuration titles. XJ Series X-wing Variants: http://www.afewmaneuvers.com/topic/146-ships-xj-series-x-wing-variants/ Changed X-wing Standard Configuration title so only torpedo secondary weapons receive point discount. Changed S-foils modification to dual card. Removed Stealth-X Standard Configuration title. Y-wing Variants: http://www.afewmaneuvers.com/topic/131-ships-y-wing-variants/ Changed Y-wing Courier Standard Configuration title so only torpedo secondary weapons receive point discount. Redesigned BTL-T4 Heavy Y-wing Heavy Ion Cannon Turret upgrade. TIE Fighter Series Variants: http://www.afewmaneuvers.com/topic/305-ships-tie-fighter-series-variants/ Fixed Missile Launcher Field Modification so it actually works (bit of a brain fart on that one). Added Mining Guild TIE Fighter ship card. Added TIE Stealth Low-emissions Engines system upgrade. TIE Advanced Series Variants: http://www.afewmaneuvers.com/topic/327-ships-tie-advanced-series-variants/ Changed TIE Advanced x1 Standard Configuration title so only missile secondary weapons receive point discount. Dropped Starhunter to 1 shield. TIE Bomber Series Variants: http://www.afewmaneuvers.com/topic/273-ships-tie-bomber-series-variants/ Removed Thermal Detonators bomb upgrade and redesigned Proton Grenades bomb upgrade. Removed TIE Shuttle Standard Configuration title. Added TIE Boarding Shuttle Docking Clamps and Plasma Torch modification. Added Bomb Loadout missile and torpedo upgrades to TIE Bomber, TIE Heavy Bomber and TIE Interdictor. Added TIE Reconnaissance Fighter Stealth Countermeasures system upgrade. Other TIE Series Variants: http://www.afewmaneuvers.com/topic/391-ships-other-tie-series-variants/ Added Lone Scout A-2 title. Changed TIE Sentinel to Light Blaster Turret instead of Dorsal Turret. Added TIE Oppressor Additional Missile Launcher modification. Removed Thermal Detonators bomb upgrade and redesigned Proton Grenades bomb upgrade. Changed TIE Hunter Standard Configuration title to 2 point discount and changed S-foils modification to dual card. Dropped Neutralizer-class Bomber to 2 shields. Dropped Predator-class Fighter to 1 shield. Dropped Aleph-class Fighter to 2 shields. Dropped Nssis-class Clawcraft to 3 attack and changed Control Jets to tech upgrade. TIE Experimental Project: http://www.afewmaneuvers.com/topic/579-ships-tie-experimental-project/ Changed names of TIE Experimental titles to TIE Bizarro, TIE BigGun, TIE Warhead, TIE Bomb, and TIE Booster. Redesigned TIE Experimental M4 Explosive Payload. Battle of Yavin Squadrons: http://www.afewmaneuvers.com/topic/1751-pilots-battle-of-yavin-squadrons/ Added R-22 Spearhead maneuver dial. CEC Patrol Boats: http://www.afewmaneuvers.com/topic/2630-ships-corellian-engineering-corporation-patrol-boats/ Changed Mynock-class Assault Boat Chin Guns to only work with primary weapon. Changed Nemesis-class Patrol Ship Standard Configuration title so tech upgrades receive point discount. Corporate Sector Authority Ships: http://www.afewmaneuvers.com/topic/1305-ships-corporate-sector-authority-ships/ Added SX20 Airskimmer ship card. Added IRD Starfighter Poor Aerodynamics modification. Added #2 Warpod Docking Clamps and Plasma Torch modification. Cygnus Spaceworks: http://www.afewmaneuvers.com/topic/2401-ships-cygnus-spaceworks/ Added Missile Boat High-capacity Warhead Launchers modification. Dropped modified Assault Gunboat to 3 hull and redesigned Heavy Ion Cannon upgrade. Dropped Alpha-class Xg-1 Star Wing to 4 hull. Changed Nu-class Attack Shuttle Fire-linked Laser Cannons to only work with primary weapon. Added Delta-class JV-7 Escort Shuttle Standard Configuration title. Cygnus Spaceworks/Sienar Fleet Systems: http://www.afewmaneuvers.com/topic/2400-ships-cygnus-spaceworkssienar-fleet-systems/ Added Imperial Loader Shuttle ship and upgrade cards. Added Sentinel-class Landing Craft Vehicle Berth cargo upgrade and added illicit icon to mercenary ship card. FreiTek Inc.: http://www.afewmaneuvers.com/topic/2399-ships-freitek-inc/ Changed E-wing Standard Configuration title so only torpedo secondary weapons receive point discount. Added E-wing/B Overcharged Lasers modification. Dropped E-wing/C to 2 agility. Dropped E-wing/IV to 2 hull. Hoersch-Kessel Drive, Inc.: http://www.afewmaneuvers.com/topic/2398-ships-hoersch-kessel-drive/ Added Pirate T-wing ship card. Kuat Drive Yards (A-Series Interceptors): http://www.afewmaneuvers.com/topic/587-ships-a-series-interceptor-variants/ Added A-6 Interceptor Poor Aerodynamics modification. Loronar Corporation: http://www.afewmaneuvers.com/topic/2397-ships-loronar-corporation/ Fixed SkyBlind Recon Ship Standard Configuration title so it correctly states Torpedo Turret instead of Missile Turret. Redesigned YQ-400 Monitor Droid Patrol Ship Partial Heavy Ion Cannon Turret upgrade. MandalMotors Hutt Cartel Ships: http://www.afewmaneuvers.com/topic/1306-ships-mandalmotors-hutt-cartel-ships/ Added HH-87 Starhopper ship cards. Added illicit icons to fringe M3-A Scyk Interceptor ship cards. Dropped standard Dunelizard to 3 hull and added barrel roll action (Type II still has 4 hull and no barrel roll). Redesigned Kimogila Heavy Ion Cannon upgrade. MandalMotors Mandalorian Ships: http://www.afewmaneuvers.com/topic/1307-ships-mandalmotors-mandalorian-ships/ Added Fang Fighter ship and upgrade cards. Added StarViper M-2 ship and upgrade cards. Changed StarViper Extended Wings modification to dual card. Changed StarViper Attack Platform upgrade bars so Black Sun version has system, torpedo and illicit, Mandalorian version has system and torpedo, and Zann Consortium version has torpedo and illicit. Added target lock action to Interstellar Tug. Changed name of Tra’kad to Tra’kad Support Craft. Sienar Fleet Systems Light Cruisers: http://www.afewmaneuvers.com/topic/1308-ships-sienar-fleet-systems-light-cruisers/ Changed Guardian-class Light Cruiser External Docking Rack modification to 6 TIE Fighters instead of 10. Skipray Blastboat Variants: http://www.afewmaneuvers.com/topic/557-ships-skipray-blastboat-variants/ Added Aerodynamic Frame modification. Redesigned Heavy Ion Cannon upgrade. Dropped a missile icon and added tech icon to GAT-24r. Uglies: http://www.afewmaneuvers.com/topic/2628-ships-uglies/ Added Imperial TYE-wing ship card. Changed Chir’daki S-foils modification to dual card. Imperial Vehicles: http://www.afewmaneuvers.com/topic/708-ships-imperial-vehicles/ Changed Swift Assault 5 Missile Turret to 2 points.
  7. [Upgrades] Secondary Weapons

    Bombs
  8. [Upgrades] Secondary Weapons

    Torpedoes
  9. [Upgrades] Secondary Weapons

    Missiles
  10. [Upgrades] Secondary Weapons

    Turrets
  11. [Rules] Multiple Combat Zone Rules

    These rules have once again been updated. Major changes include the addition and renaming of some zones, the addition of more terrain tokens and environmental conditions, the water unit and ground unit categories being combined into a surface unit category, and the use of an energy system for emplacements.
  12. [Upgrades] Generic Upgrades

    This thread has been updated with vehicle, infantry and emplacement upgrades.
  13. [Ships] Airspeeders

    This thread has been updated with new cards that were made using the Strange Eons plug in.
  14. [Ships] Imperial Vehicles

    This thread has been updated with new cards that were made using the Strange Eons plug in.