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	<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nicolai+Ginovef</id>
	<title>Rebel Squadrons Wiki - User contributions [en]</title>
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	<updated>2026-05-15T16:22:31Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Tawny_Millan&amp;diff=25441</id>
		<title>Tawny Millan</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Tawny_Millan&amp;diff=25441"/>
		<updated>2017-11-11T23:47:51Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name= Tawny Millan&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld= Hapes&lt;br /&gt;
|birth= 28:9:20 (22 Years Old)&lt;br /&gt;
|death=&lt;br /&gt;
|family= Arani (Mother), REDACTED (Father)&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|height=1.73 Meters&lt;br /&gt;
|weight=54 Kilograms&lt;br /&gt;
|hair=Blonde, shoulder length&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|features= Hapan characteristic of above average physical attractiveness&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=Allegiance Battle Group&lt;br /&gt;
|ranks=Knight&lt;br /&gt;
|titles=Battlemaster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battlemaster (Knight) Tawny Millan is a Grey-aligned Force Sensitive who serves in the [[Allegiance Battle Group]].&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
&lt;br /&gt;
Born on Hapes, in the isolated Hapes Cluster, Tawny Millan was raised entirely by her mother, a rising star in the Hapan Royal Navy, and never knew her father. As such, Tawny was more or less raised by her mother&#039;s crewmates more than anything, which did give her some good early hands on training in weapons handling and mechanical work on the various Battle Dragon and Nova warships employed by the Hapans. By the time she was 16, her mother was made Captain and placed in command of a Nova-class Battlecruiser, the Warspite. Tawny was already planning to enter the Naval Academy and follow her mother&#039;s example, but she harbored a secret that would soon change everything.&lt;br /&gt;
&lt;br /&gt;
Tawny&#039;s Force Sensitivity began to manifest itself by being able to communicate telepathically, but she had next to no control over it. As more and more personnel aboard the Warspite began to hear her in their heads, it became harder to cover up the truth. Tawny&#039;s mother became worried for her daughter&#039;s well-being, as Hapan society has a deep seated hatred towards any Force users, so she began to work out a plan. In short, the Warspite was, by request, transferred to the Cluster&#039;s border with the New Republic, where Arani would quietly attempt to make contact with the Republic and have her daughter taken to safety. In fact, much of the plan came together, especially after her ship had a chance encounter with an NRAF Major who was on a personal mission.&lt;br /&gt;
&lt;br /&gt;
The pilot of the lone Y-Wing identified himself as Nicolai Ginovef, and after Arani Millan explained her daughter&#039;s situation, he proposed to have arrangements made to bring her to where he normally operated, the Temple of Adhe Zion on Bethlamore, where she could be trained safely. The two reached an agreement, setting up a predetermined location for the exchange and a secure line to transmit on when the time was right. So with that, Major Ginovef returned to his mission, and Tawny&#039;s future was safe. But as the saying goes, even the best laid of plans go by the wayside. Arani had not known about a plan among most of her crew to forcefully capture Tawny and mutiny against her mother for shielding her...&lt;br /&gt;
&lt;br /&gt;
When the mutiny struck, Arani found only a handful of the crew,mostly junior officers and a few members of the Warspite&#039;s Marine detachment, were still loyal to her or unwilling to support a mutiny. In the span of an hour, Tawny&#039;s life had completely changed. Her family had turned on her, she was now a fugitive and an exile, and worst of all, her mother was killed covering her shuttle&#039;s escape.&lt;br /&gt;
&lt;br /&gt;
Tawny&#039;s arrival at the Temple of Adhe Zion did nothing to normalize her life, as she found it extremely difficult to adapt, both to the dangerous life the personnel living there lived, but also she conflicted with nearly every personality there. This made the task of training her exceptionally difficult for anyone who tried, and her own emotional turmoil made dealing with her at all a challenge. It would be, of course, no surprise that her lack of control spiraled her towards the Dark Side relatively quickly, and Tawny&#039;s difficulty at connecting with anyone left her with few friends and a death wish. But as she began to discover herself more, that&#039;s when she started to change her ways some.&lt;br /&gt;
&lt;br /&gt;
Tawny soon found that she disagreed with the ways of the Jedi just as much as she disagreed with the Sith ideals. To her, good and evil was not innate, but rather a choice, and that the Force did not dictate actions, it was a tool that was defined by the intentions of those who wielded it. This did put her into conflict with almost anyone who would train her, except one; the enigmatic Michael Raven. This marked the beginning of her rather unorthodox approach to nearly every aspect of her life, as they did not have a traditional student/teacher relationship, and yet she began to look up to him and fought against her own turmoil to rise to his challenges to become a better person. To this day, she continues to admire him, and even finds herself struck with inspiration drawn from him.&lt;br /&gt;
&lt;br /&gt;
Naturally, this unorthodox training approach also meant she wasn&#039;t very orthodox when it came to being a Force Sensitive in combat. For a while, she eschewed using the Force in combat entirely, focusing on conventional combat skills, which left her developing her marksmanship with blasters to an impressive level, and then later began to use the Force to augment her combat skills. It was not until she constructed her first lightsaber that she began to regularly use one, but even that was treated as a situational weapon. Along the way, Tawny developed a fascination with blaster weapon designs, and in time, even began building her own custom blasters.&lt;br /&gt;
&lt;br /&gt;
In time, Tawny slowly began to overcome her personal demons, and find her place amongst the group she fought and bled alongside, diversifying her skills to include having an above average familiarity with slicing into computer networks, good piloting and gunnery skills, and became extremely well rounded in the use of blasters and lightsabers. In time, her mastery of the Force began to grow as well, and because of her views, she was willing to learn abilities normally associated with the Dark Side, much to the annoyance and concern of those with more Jedi-inclined tendencies. She also devoted herself to following the path that Jedi would called Guardians, and has since showed such a strong affinity towards this path that she has become more skilled than most Guardians at her level of proficiency.&lt;br /&gt;
&lt;br /&gt;
Recently, she has accepted the title of Battlemaster for the Temple of Adhe Zion, although quietly she admits the role seems a bit nebulous, but regardless, Tawny has vowed to do whatever it is Battlemasters do to the best of her ability.&lt;br /&gt;
&lt;br /&gt;
==Knight Trials:==&lt;br /&gt;
&lt;br /&gt;
The Temple of Adhe Zion does adhere to the tradition that any Force User that is to be elevated to the &amp;quot;rank&amp;quot; of Knight must undergo a trial, much as the Jedi Order required. Typically, this is performed at an undisclosed location on Bethlamore, due to it&#039;s proliferation of ruin sites that have ties to the Force, but Tawny&#039;s was not conducted as such.&lt;br /&gt;
&lt;br /&gt;
Under mysterious circumstances, the denizens of the Temple received virtual reality headsets, which were originally seen as harmless gaming devices until their more sinister purpose was revealed, and trapped those who used it, Tawny included, in a virtual hell of sorts, pitting the group in dangerous situations that were potentially fatal. It was revealed that the initial level that everyone was seeing, a series of Imperial simulations, was only one layer. The layer above that was a horrible nightmare version of the Temple, corrupted by the Dark Side and filled with dangerous puzzles.&lt;br /&gt;
&lt;br /&gt;
Waiting at the top of the Temple was a physical manifestation of the group&#039;s collective greed, who was gaining power from those who undertook the Imperial simulations in hopes of gaining something. The being was exceptionally powerful, but was willing to allow the group to leave after a pitched battle. However, Tawny and one other of the group were unwilling to leave until everyone was accounted for, and one person was missing. Greed then attempted to present them with a choice; accept him as their master or die. The team member with Tawny attempted to accept the offer, but Tawny refused and renegotiated the deal; let everyone else go, and she&#039;d accept her fate here. Greed accepted, and entered into a duel with her.&lt;br /&gt;
&lt;br /&gt;
It was one of the most difficult fights she had ever undertaken, but the tables turned on Greed when Headmaster (at the time) Zak Ciredik re-entered the program to help her. Even with their combined strength, it was a pitched battle, but the two prevailed. Greed&#039;s dying breath was to curse the &amp;quot;Jedi Knight&amp;quot; that had felled him, before Tawny and Zak were returned to reality. Despite being exhausted and laid up in the Temple&#039;s medical bay, Tawny was officially named a Knight.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities:==&lt;br /&gt;
In combat situations, Tawny is a force to be reckoned with, even before she draws on the Force to aid her. She is an excellent shot with a blaster, skilled in hand to hand combat, and is a talented pilot in both transports and fighters. She has committed herself to the styling and teachings of what the old Jedi Order called &amp;quot;Guardians&amp;quot;, or the Sith &amp;quot;Warrior&amp;quot;, to such a degree that only Masters of legend have the same power she wields.&lt;br /&gt;
&lt;br /&gt;
As a gifted wielder of the lightsaber, Tawny is able to wade into battle armed only with her blades and come out victorious, and in some cases, even unharmed. Currently, she wields two lightsabers that she built. Her primary lightsaber has a default blade color of cyan, but is a normal shade of blue when switched to its secondary stun mode. The primary crystal has been infused to amplify Tawny&#039;s abilities with moving objects with the Force. The hilt is set to recognize Tawny only and will not activate in the wrong hands. Her secondary lightsaber has a viridian blade that makes no noise, and the crystal inside amplifies Tawny&#039;s ability to move faster with the Force.&lt;br /&gt;
&lt;br /&gt;
On top of knowing the seven lightsaber forms, Tawny created her own eighth form. Based on the form known as Shien, it is intended to give the user a more offensive stance, as many lightsaber forms are more defensive in nature. More advanced moves allow the user to directly target an enemy&#039;s weapon, as Tawny&#039;s philosophy is that if an enemy is disarmed, they can no longer fight, and can be further refined to target even the smallest weapons with precision. The final aspect is one that allows the user to draw from their mental reserves to strike as rapidly as possible. Though it is tiring, it is intended to overwhelm an enemy&#039;s defenses.&lt;br /&gt;
&lt;br /&gt;
Apart from her combat abilities, Tawny has also developed an affinity with slicing computers, allowing her to attack the enemy through cyberspace as required. She has also begun to expand her knowledge of military tactics and has been studying both Jedi and Sith texts to better understand both.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Equipment:==&lt;br /&gt;
For personal protection, Tawny often favors a custom suit of armor, a one-of-a-kind design, known as a Centurion Assault Suit. The armor plates provide protection on par with Stormtrooper Armor from physical and energy impacts, but Tawny tapped into the Dark Side to reinforce the armor with the ability to resist lightsaber blows as well. This has had the side effect of giving the black suit of armor a sort of unnatural dull red glow to it. It is sealed for use in hard vacuum and hazardous environments for up to 50 minutes, and sports integrated repulsorlifts, as well as the same Multi-Frequency Target Acquisition System (MFTAS) heads up display and sensor suite as found in Imperial combat armors.&lt;br /&gt;
&lt;br /&gt;
Her loadout of weapons largely consists of custom-made blasters, as well as her two lightsabers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SP-57 &amp;quot;Paladin&amp;quot; Blaster Pistol&#039;&#039; - A custom blaster pistol that Tawny developed herself, it is largely on par in terms of power and range current issue sidearms, such as the DL-18 or DH-17. However, Tawny not only included stun and ion modes, she also included a silencer crystal, making up for the average power output with excellent adaptability. She created two of these to use in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ARX-01 &amp;quot;Archer&amp;quot; Blaster Rifle&#039;&#039; - Initially, the ARX-01 was a proof-of-concept design Tawny made to bring the hybrid kill/stun bolt mechanism from BlasTech&#039;s DL-23 pistol to a rifle platform. However, Tawny liked it so much that she now takes it on regular missions. It is equal to the A280 blaster rifle in terms of power and range, but the hybrid bolt has the added benefit of making enemies that don&#039;t drop in the first blast more sluggish. She also fitted it with a variable zoom assault scope and silencing crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-17 Plasma Rifle&#039;&#039; - Stolen from a prototype lab operated by the 501st when they invaded Bethlamore, the X-17 is a highly advanced rifle that Tawny has refused to part with. On top of boasting an impressive damage output and self-recycling powerpack, the rifle features an advanced suite of optics which make those more familiar with it more accurate, and the sensors tied to it can detect structural weaknesses in what it is aimed at.&lt;br /&gt;
&lt;br /&gt;
Tawny has a wide range of other blasters and weapons at her disposal, but these and her lightsabers largely compose her primary weapons.&lt;br /&gt;
&lt;br /&gt;
==Personal Ships:==&lt;br /&gt;
Modified CEC YT-2400 Freighter &#039;&#039;Cipher Talisman&#039;&#039; - Originally, this was a ship that was gifted to Nicolai and Sara Ginovef on their wedding day, but was left to Tawny as part of Nicolai&#039;s last will upon his death. Since then, it has acted as Tawny&#039;s personal sanctuary and home until only recently when she acquired a home in Aryid Hai&#039;s suburbs.&lt;br /&gt;
&lt;br /&gt;
CEC&#039;s YT-2400 series was already a success, coming off the line just barely legal for Imperial authorities, and while its price was considerably higher than the famous YT-1300, the -2400 still earned a reputation among smugglers and fringers for being just as adaptable as the -1300 but with more power to spare.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Cipher Talisman&#039;&#039; is armed with a pair of dual heavy laser cannon turrets with advanced targeting systems included, as well as a pair of Krupx MG9 Proton Torpedo launchers, loaded with High Yield Proton Torpedoes. Tawny has since had the ship refitted with advanced maneuvering thrusters to improve the ship&#039;s agility, as well as an advanced jamming suite and IFF scrambler.&lt;br /&gt;
&lt;br /&gt;
Sienar Fleet Systems TIE/ad Avenger - An advanced Imperial design that started with the TIE Advanced project, the TIE Avenger is second only to the famous TIE Defender in terms of capabilities. It is armed with 4 laser cannons and 2 universal warhead launchers. Tawny has opted not to modify this craft.&lt;br /&gt;
&lt;br /&gt;
Republic Sienar Fleet Systems/Koensayr K-Wing - A recent bomber design for the New Republic, the K-Wing is a powerhouse of a bomber. On top of boasting good protection, the K-Wing is armed to the teeth with a twin laser cannon turret, a light quad turbolaser turret, and 18 external warhead hardpoints, which can carry just about every warhead currently in service. Currently seeing deployment against the Yevetha, Tawny employed her personal K-Wing in action against Titan forces with considerable success.&lt;br /&gt;
&lt;br /&gt;
CEC YZ-775 Transport &#039;&#039;Pulsar Knight&#039;&#039; - Launched just after the Clone Wars, the 52-meter long YZ-775 is probably the biggest ship to be called a &amp;quot;light freighter&amp;quot; and possibly the most heavily armed non-military ship in its size range. Though Imperial authorities protested such a heavy loadout, which included 2 turbolaser turrets, 2 twin laser cannon turrets, and 2 proton torpedo launchers, CEC did obtain permission in the end to produce it. Tawny acquired it in an auction of assets that were no longer used by the Temple forces, and uses it as a sort of &amp;quot;pocket gunship&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Allegiance Battle Group]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Mira_Torwyn&amp;diff=25405</id>
		<title>Mira Torwyn</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Mira_Torwyn&amp;diff=25405"/>
		<updated>2017-11-08T02:04:50Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name= Mira Torwyn&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld= Lianna&lt;br /&gt;
|birth= 18:5:16 (17 BBY)&lt;br /&gt;
|death= 15 ABY&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|height=1.77 Meters&lt;br /&gt;
|weight=58.9 Kilograms&lt;br /&gt;
|hair=Brown&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Mira Torwyn was a commando assigned to the [[Zealot Special Operations Unit]] and later [[Allegiance Battle Group]].&lt;br /&gt;
==Background==&lt;br /&gt;
Mira Torwyn was born on Lianna, her father a Republic Navy officer and her mother a data analyst for one of the corporations on the planet, and was an only child. She grew up to be loyal to the Empire, but was inspired by her father&#039;s military service to pursue a career in the military as well. However, as a female, this would prove to be an exceptionally daunting task, but she had a rather unique edge. Her mother was a member of the Firebird Society, an all-female organization dedicated to the advancement and protection of females in the Empire&#039;s service from misogynist policies and superiors.&lt;br /&gt;
&lt;br /&gt;
Mira&#039;s training was extremely difficult, as she joined the Imperial Army Academy right after the Empire&#039;s defeat at the Battle of Yavin, but she persevered through dedication and sheer force of will and was commissioned as an officer. Shortly afterwards, Mira was inducted into the Firebird Society by her mother. This connection allowed her to be assigned to a fairly significant, if quiet, posting with the 1st Tapani Assault Battlegroup. The reason being was that the battlegroup was under the command of Major General Tessala Corvae, a member of the Firebirds.&lt;br /&gt;
&lt;br /&gt;
Mira was involved with General Corvae&#039;s efforts to quietly slip equipment from Imperial surplus stocks in the Tapani Sector, which was largely not a problem area for the Empire, to the Firebirds to conduct their activities. However, when the Empire was forced to withdraw from the Sector, Mira was requested by both the Firebirds and General Corvae to resign her commission and take a posting with House Melantha&#039;s House Guard. The reason was to maintain ties with the pro-Imperial Tapani House, in hopes of later restoring the Sector to Imperial control, since it was the location of the strategically important Fondor shipyards. Mira complied, and served under one of Corvae&#039;s former officers, Major Shep Jion, who further reinforced the values of honor and commitment to duty. However, as much as Mira respected Major Jion, she came to despise High Lord Bal Jaset, the ruler of House Melantha. High Lord Jaset was arrogant and a womanizer, and embodied much of what she hated about the Empire&#039;s leadership. Unable to bring herself to serve such a disgusting man, Mira left House Melantha and returned to Lianna by 8 ABY.&lt;br /&gt;
&lt;br /&gt;
For a brief period, Mira fell into civilian life, taking a position with Sienar Fleet Systems as a military adviser, and even learned to fly TIE-series craft and some of the company&#039;s transports, including the Lambda Shuttle, but it was not to last. Despite her Firebird connections, Mira was forcibly drafted back into the Imperial Army two years later, when the Reborn Emperor launched his campaign. Despite being a Major when she retired, Mira was demoted &amp;quot;for desertion of duty&amp;quot; to Lieutenant, and as punishment, was assigned to serve on the command staff of Maximilian Veers, one of the Empire&#039;s greatest ground commanders and now a pariah among his peers for his service with Darth Vader.&lt;br /&gt;
&lt;br /&gt;
For Mira, this was an opportunity of a lifetime, as she respected Veers a great deal, but they both knew it was a death sentence. Still, she took the time to learn from him in the brief time they were serving together before an inept dark side Executor, Sedriss QL, sent Veers and his unit on a suicide mission during the Battle of Balmorra. Mira and a handful of soldiers survived the battle, but barely. Disgusted that this was how the Empire rewarded it&#039;s heroes, Mira convinced the survivors to leave without her, and then proceeded to swap uniforms with a dead Republic soldier and deserted. She went straight to the first Republic unit she could find and surrendered to them, requesting to defect.&lt;br /&gt;
&lt;br /&gt;
Mira was treated with suspicion, but eventually, she was cleared for service and was sent to the Greeop Sector in 12 ABY. However, her transfer documents were altered just enough to make sure she ended up with Aurora Force on the eve of their mass defection, in hopes of gaining her service. This proved to be a mistake for those who thought up this idea, because Mira had absolutely no intention of returning to the Empire. Even the Firebird Society, who were pro-Imperial, sympathized with her reasons and chose not to break ties with her upon her defection. As a result, Mira quickly made her way back to loyal Rebel Squadron forces and was assigned as a commando with the Zealot Special Operations Unit.&lt;br /&gt;
&lt;br /&gt;
However, she was delegated to secondary missions, many of which were either barely successful or outright failures. After failing to handle a Titan Battlegroup invasion of a mining outpost, Mira was demoted to Private and sent to Sentinel Company of the [[Allegiance Battle Group]]. This put her in service with some extremely eccentric individuals, including a seemingly emotionless team leader, an insane Verpine, a glory hound Force Sensitive, and many others who challenged her views of a military unit. She tried to bring about her decades of experience and knowledge to the team, either in vain or success, while also turning all of her knowledge on the Empire against Titan&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
But this was not to last, as Mira was left in a desperate situation. The team was sent to a military installation that was overrun with abominations known only as &amp;quot;Shadow Beasts&amp;quot;, and as Sentinel attempted to flee the base, they were set upon by a large creature, easily twice the size of a rancor and far more deadly. With the team all but incapacitated, Mira was left with one option; sacrifice. Unwilling to abandon her teammates to be devoured, Mira rigged up a grenade to a rack of CM-9 concussion missiles, baited the creature near her, and then set off the explosive, killing herself and the creature to save her squad.&lt;br /&gt;
&lt;br /&gt;
Her personal effects were returned to her family on Lianna, where she was honored by the Firebirds for her commitment to duty and sacrifice, regardless of her allegiance. The Republic, on the other hand, just counted her death as yet another statistic, and even her own squad quickly forgot her.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Mira holds commitment to duty and honor as key. Those who abandon their commitments, betray their oaths, or just generally are dishonorable are lesser in her eyes, and she has made it quite clear in the past that she will not serve commanders who are unwilling to hold themselves to the standards they hold their subordinates or claim to be protecting. She does make concessions for wartime considerations, but there is only so much before Mira can stop ignoring such actions.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Qualifications==&lt;br /&gt;
Mira is actually quite well trained, between her Imperial Army service, Firebird training and her brief stint with House Melantha&#039;s House Guard. As a result, there are few ground combat situations she feels out of place in, and she has a wide range of combat skills at her disposal. This includes combat planning from light infantry to small-scale combined arms operations, covert infiltration skills, and VIP protection operational procedures. Her brief time with Sienar Fleet Systems has given her some basic skills as a pilot, but they are hardly refined or anything worth rating her as a dedicated pilot.&lt;br /&gt;
&lt;br /&gt;
As technical skills go, she has standard field maintenance skills for personal weapons and armor, as well as combat first aid, but no real experience with computer slicing. Her demolitions knowledge is fairly standard, with familiarity in the use of explosives, but not in-depth enough to certify her for explosives disposal or demolition work.&lt;br /&gt;
&lt;br /&gt;
With weapons, Mira has rated no lower than &amp;quot;Sharpshooter&amp;quot; on her qualifications for blaster rifles and pistols, indicating above-average marksmanship, and has a wide range of hand-to-hand skills learned from her various service histories. Interestingly, the Firebirds promote the use of vibroblade weapons, and Mira has demonstrated above average proficiency with them, but seems to favor blasters all the same.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Brown&lt;br /&gt;
*Hair Style: Shoulder-Length&lt;br /&gt;
*Eye Color: Blue&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Talon Vibrodagger &amp;amp; Assortment of Throwing Knives (if needed)&lt;br /&gt;
*Backup: BlasTech Persuader Hold-out Blaster&lt;br /&gt;
*Sidearm: BlasTech DL-18 Blaster Pistol&lt;br /&gt;
*Primary: BlasTech A280 Heavy Blaster Rifle&lt;br /&gt;
*Secondary: BlasTech P-11 Sniper Rifle, Merr-Sonn M300 Energy Shotgun&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25404</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25404"/>
		<updated>2017-11-08T01:00:37Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= 22:7:15 (13 BBY)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
His career began with the infamous [[Aurora Force]] but after butting heads with the command staff, he was swiftly transferred out and into the [[Allegiance Battle Group]], where he remained for several years. However, while on a mission, he was killed in the line of duty, attempting to protect one of the group. He was buried on Bethlamore with full military honors, but that wasn&#039;t the end...&lt;br /&gt;
&lt;br /&gt;
Unknown to him, a secret division of New Republic Intelligence, Division Three, had obtained the means to clone him to become one of their newest operatives. This came as a shock to him during a raid on an Imperial base, where the enemy commander attempted to taunt him with this information. However, Nicolai chose to comply with the wishes of Division Three, and secretly joined their ranks, while resuming a more active role with the rest of the Rebel Squadrons.&lt;br /&gt;
&lt;br /&gt;
Shortly there after, Nicolai was assigned originally to the staff of Admiral Sienn Sconn, first being promoted from Colonel to Brigadier General, before then again being transferred to the Star Destroyer &#039;&#039;Redemption&#039;&#039;, to serve as both commanding officer of Resurrection Squadron and as the Rebel Squadrons&#039; Operations Officer. He was present when the squadron attempted the ill-fated rescue of the Mon Calamari cruiser &#039;&#039;Windstorm&#039;&#039;, as well as participating in numerous skirmishes between the RS and their adversary, the Imperial force known as the Titan Battlegroup.&lt;br /&gt;
&lt;br /&gt;
However, it soon came to light that the RS had a mole feeding Titan valuable data, and the list of people with the high level strategic planning data that Titan was getting was fairly small. As the campaign to liberate Lithra began, New Republic Intelligence was given an anonymous tip that showed Nicolai was the mole. He was arrested and imprisoned, but intelligence gathered after Lithra&#039;s liberation showed that he was not a willing participant.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Blonde/Brown&lt;br /&gt;
*Hair Style: Regulation Short&lt;br /&gt;
*Eye Color: Green&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
*Favored Clothing:&lt;br /&gt;
**Navy Blue NRDF Flight Suit (Resurrection Squadron patch on right shoulder, New Republic insignia patch on left shoulder, Nametape patch over left breast pocket w/NRAF Starfighter Corps &amp;amp; Major General insignia)&lt;br /&gt;
**Standard casual NRDF Uniform (Major General rank insignia)&lt;br /&gt;
**Alliance Marine Armor (Modified with passive camo system to adjust to local color patterns using a digital &amp;quot;Tiger-stripe&amp;quot; pattern, helmet systems upgraded to include MFTAS and DH107 milgrade commlink)&lt;br /&gt;
**Casual clothes (Typically short-sleeve shirt, vest, cargo slacks and boots)&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech A280-CFE Modular Blaster Rifle&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**Imperial Munitions TL-50 Heavy Repeating Rifle&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nicolai Ginofev has been a player in the Rebel Squadrons since February 07, 2005&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25285</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25285"/>
		<updated>2015-10-06T01:31:22Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://docs.google.com/document/d/1Q357fah8JXa81LTThaowVBmHYrQ4rRIDl3Bfz3hbLqk/edit?usp=sharing RS ITOD 12: Windstorm&#039;s Lament]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://docs.google.com/document/d/1sT7bxqXWEak9Vv0aasvtDOHNjtVNqFTjgRK1HPaBgP8/edit?usp=sharing RS ITOD 11: Operation Titan&#039;s Dawn]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1WtZ52ue-D-j2Yw_4HZob73O9rz0fxF3AyWrqWShoaFQ/edit?usp=sharing RS ITOD 10: Operation Fallen Ramparts]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1E-OOZ64_-K5dzUenPQAhSw29GUiYpPW_VRFvDSfWmSs/edit?usp=sharing RS ITOD 9: Operation Dented Shield]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25262</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25262"/>
		<updated>2015-08-09T21:41:50Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://docs.google.com/document/d/1sT7bxqXWEak9Vv0aasvtDOHNjtVNqFTjgRK1HPaBgP8/edit?usp=sharing RS ITOD 11: Operation Titan&#039;s Dawn]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://docs.google.com/document/d/1WtZ52ue-D-j2Yw_4HZob73O9rz0fxF3AyWrqWShoaFQ/edit?usp=sharing RS ITOD 10: Operation Fallen Ramparts]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1E-OOZ64_-K5dzUenPQAhSw29GUiYpPW_VRFvDSfWmSs/edit?usp=sharing RS ITOD 9: Operation Dented Shield]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25227</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25227"/>
		<updated>2015-06-07T18:17:13Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* Previous ITOD Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://docs.google.com/document/d/1WtZ52ue-D-j2Yw_4HZob73O9rz0fxF3AyWrqWShoaFQ/edit?usp=sharing RS ITOD 10: Operation Fallen Ramparts]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://docs.google.com/document/d/1E-OOZ64_-K5dzUenPQAhSw29GUiYpPW_VRFvDSfWmSs/edit?usp=sharing RS ITOD 9: Operation Dented Shield]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25226</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25226"/>
		<updated>2015-06-07T18:16:43Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://docs.google.com/document/d/1WtZ52ue-D-j2Yw_4HZob73O9rz0fxF3AyWrqWShoaFQ/edit?usp=sharing RS ITOD 10: Operation Fallen Ramparts]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://docs.google.com/document/d/1E-OOZ64_-K5dzUenPQAhSw29GUiYpPW_VRFvDSfWmSs/edit?usp=sharing RS ITOD 9: Operation Dented Shield]&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25225</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25225"/>
		<updated>2015-04-02T21:07:06Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://docs.google.com/document/d/1E-OOZ64_-K5dzUenPQAhSw29GUiYpPW_VRFvDSfWmSs/edit?usp=sharing RS ITOD 9: Operation Dented Shield]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25221</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25221"/>
		<updated>2015-02-28T03:23:12Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* RS House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, when Imperial craft are used, the TIE Phantom may be used, but cannot be referenced as such in any narratives. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. The author may substitute the craft for a modification of an existing craft, such as a modified TIE Interceptor.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Tawny_Millan&amp;diff=25213</id>
		<title>Tawny Millan</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Tawny_Millan&amp;diff=25213"/>
		<updated>2015-02-17T01:59:29Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: Created page with &amp;quot;{{eras|abg|rf}} {{New Republic character infobox| |name= Tawny Millan |image= |homeworld= Hapes |birth= 28:9:20 (22 Years Old) |death= |family= Arani (Mother), REDACTED (Fathe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name= Tawny Millan&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld= Hapes&lt;br /&gt;
|birth= 28:9:20 (22 Years Old)&lt;br /&gt;
|death=&lt;br /&gt;
|family= Arani (Mother), REDACTED (Father)&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|height=1.73 Meters&lt;br /&gt;
|weight=54 Kilograms&lt;br /&gt;
|hair=Blonde, shoulder length&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|features= Hapan characteristic of above average physical attractiveness&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=  Assembly of Force/Allegiance Battle Group&lt;br /&gt;
|ranks=Knight, Captain (freighter ship owner, not military)&lt;br /&gt;
|titles=Battlemaster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
&lt;br /&gt;
Born on Hapes, in the isolated Hapes Cluster, Tawny Millan was raised entirely by her mother, a rising star in the Hapan Royal Navy, and never knew her father. As such, Tawny was more or less raised by her mother&#039;s crewmates more than anything, which did give her some good early hands on training in weapons handling and mechanical work on the various Battle Dragon and Nova warships employed by the Hapans. By the time she was 16, her mother was made Captain and placed in command of a Nova-class Battlecruiser, the Warspite. Tawny was already planning to enter the Naval Academy and follow her mother&#039;s example, but she harbored a secret that would soon change everything.&lt;br /&gt;
&lt;br /&gt;
Tawny&#039;s Force Sensitivity began to manifest itself by being able to communicate telepathically, but she had next to no control over it. As more and more personnel aboard the Warspite began to hear her in their heads, it became harder to cover up the truth. Tawny&#039;s mother became worried for her daughter&#039;s well-being, as Hapan society has a deep seated hatred towards any Force users, so she began to work out a plan. In short, the Warspite was, by request, transferred to the Cluster&#039;s border with the New Republic, where Arani would quietly attempt to make contact with the Republic and have her daughter taken to safety. In fact, much of the plan came together, especially after her ship had a chance encounter with an NRAF Major who was on a personal mission.&lt;br /&gt;
&lt;br /&gt;
The pilot of the lone Y-Wing identified himself as Nicolai Ginovef, and after Arani Millan explained her daughter&#039;s situation, he proposed to have arrangements made to bring her to where he normally operated, the Temple of Adhe Zion on Bethlamore, where she could be trained safely. The two reached an agreement, setting up a predetermined location for the exchange and a secure line to transmit on when the time was right. So with that, Major Ginovef returned to his mission, and Tawny&#039;s future was safe. But as the saying goes, even the best laid of plans go by the wayside. Arani had not known about a plan among most of her crew to forcefully capture Tawny and mutiny against her mother for shielding her...&lt;br /&gt;
&lt;br /&gt;
When the mutiny struck, Arani found only a handful of the crew,mostly junior officers and a few members of the Warspite&#039;s Marine detachment, were still loyal to her or unwilling to support a mutiny. In the span of an hour, Tawny&#039;s life had completely changed. Her family had turned on her, she was now a fugitive and an exile, and worst of all, her mother was killed covering her shuttle&#039;s escape.&lt;br /&gt;
&lt;br /&gt;
Tawny&#039;s arrival at the Temple of Adhe Zion did nothing to normalize her life, as she found it extremely difficult to adapt, both to the dangerous life the personnel living there lived, but also she conflicted with nearly every personality there. This made the task of training her exceptionally difficult for anyone who tried, and her own emotional turmoil made dealing with her at all a challenge. It would be, of course, no surprise that her lack of control spiraled her towards the Dark Side relatively quickly, and Tawny&#039;s difficulty at connecting with anyone left her with few friends and a death wish. But as she began to discover herself more, that&#039;s when she started to change her ways some.&lt;br /&gt;
&lt;br /&gt;
Tawny soon found that she disagreed with the ways of the Jedi just as much as she disagreed with the Sith ideals. To her, good and evil was not innate, but rather a choice, and that the Force did not dictate actions, it was a tool that was defined by the intentions of those who wielded it. This did put her into conflict with almost anyone who would train her, except one; the enigmatic Michael Raven. This marked the beginning of her rather unorthodox approach to nearly every aspect of her life, as they did not have a traditional student/teacher relationship, and yet she began to look up to him and fought against her own turmoil to rise to his challenges to become a better person. To this day, she continues to admire him, and even finds herself struck with inspiration drawn from him.&lt;br /&gt;
&lt;br /&gt;
Naturally, this unorthodox training approach also meant she wasn&#039;t very orthodox when it came to being a Force Sensitive in combat. For a while, she eschewed using the Force in combat entirely, focusing on conventional combat skills, which left her developing her marksmanship with blasters to an impressive level, and then later began to use the Force to augment her combat skills. It was not until she constructed her first lightsaber that she began to regularly use one, but even that was treated as a situational weapon. Along the way, Tawny developed a fascination with blaster weapon designs, and in time, even began building her own custom blasters.&lt;br /&gt;
&lt;br /&gt;
In time, Tawny slowly began to overcome her personal demons, and find her place amongst the group she fought and bled alongside, diversifying her skills to include having an above average familiarity with slicing into computer networks, good piloting and gunnery skills, and became extremely well rounded in the use of blasters and lightsabers. In time, her mastery of the Force began to grow as well, and because of her views, she was willing to learn abilities normally associated with the Dark Side, much to the annoyance and concern of those with more Jedi-inclined tendencies. She also devoted herself to following the path that Jedi would called Guardians, and has since showed such a strong affinity towards this path that she has become more skilled than most Guardians at her level of proficiency.&lt;br /&gt;
&lt;br /&gt;
Recently, she has accepted the title of Battlemaster for the Temple of Adhe Zion, although quietly she admits the role seems a bit nebulous, but regardless, Tawny has vowed to do whatever it is Battlemasters do to the best of her ability.&lt;br /&gt;
&lt;br /&gt;
==Knight Trials:==&lt;br /&gt;
&lt;br /&gt;
The Temple of Adhe Zion does adhere to the tradition that any Force User that is to be elevated to the &amp;quot;rank&amp;quot; of Knight must undergo a trial, much as the Jedi Order required. Typically, this is performed at an undisclosed location on Bethlamore, due to it&#039;s proliferation of ruin sites that have ties to the Force, but Tawny&#039;s was not conducted as such.&lt;br /&gt;
&lt;br /&gt;
Under mysterious circumstances, the denizens of the Temple received virtual reality headsets, which were originally seen as harmless gaming devices until their more sinister purpose was revealed, and trapped those who used it, Tawny included, in a virtual hell of sorts, pitting the group in dangerous situations that were potentially fatal. It was revealed that the initial level that everyone was seeing, a series of Imperial simulations, was only one layer. The layer above that was a horrible nightmare version of the Temple, corrupted by the Dark Side and filled with dangerous puzzles.&lt;br /&gt;
&lt;br /&gt;
Waiting at the top of the Temple was a physical manifestation of the group&#039;s collective greed, who was gaining power from those who undertook the Imperial simulations in hopes of gaining something. The being was exceptionally powerful, but was willing to allow the group to leave after a pitched battle. However, Tawny and one other of the group were unwilling to leave until everyone was accounted for, and one person was missing. Greed then attempted to present them with a choice; accept him as their master or die. The team member with Tawny attempted to accept the offer, but Tawny refused and renegotiated the deal; let everyone else go, and she&#039;d accept her fate here. Greed accepted, and entered into a duel with her.&lt;br /&gt;
&lt;br /&gt;
It was one of the most difficult fights she had ever undertaken, but the tables turned on Greed when Headmaster (at the time) Zak Ciredik re-entered the program to help her. Even with their combined strength, it was a pitched battle, but the two prevailed. Greed&#039;s dying breath was to curse the &amp;quot;Jedi Knight&amp;quot; that had felled him, before Tawny and Zak were returned to reality. Despite being exhausted and laid up in the Temple&#039;s medical bay, Tawny was officially named a Knight.&lt;br /&gt;
&lt;br /&gt;
==Damned Rise:==&lt;br /&gt;
&lt;br /&gt;
Tawny and her compatriots were put into one of their most perilous situations when a mysterious Dark Side entity attacked them through the Force, infecting them all with an affliction that was slowing wearing down their skills and well being. The entity planned to unleash the Dark Side itself on the entire galaxy, plunging it into a thousand years of darkness and hell, by way of the Armor of the Damned. This required completion of a series of steps in a prophecy.&lt;br /&gt;
&lt;br /&gt;
The group&#039;s first attempt to head off the entity&#039;s efforts failed entirely, as it merely allowed the being to obtain two parts of what was needed to complete the procedure. And all that had otherwise happened was that Tawny, fed up with his impulsive nature and unwillingness to listen to anything, refused to train Jay Forerunner any further, as he was so difficult that even her own past paled in comparison.&lt;br /&gt;
&lt;br /&gt;
In pursuit to stop the entity, the group returned to a world known as Terra Firma, which Tawny knew nothing about as she had not participated in the operation previously to this world. What they found was a world devastated and quarantined by automated defenses, and an ongoing conflict among the survivors to gain control of what was left and flee from the ruined world. Tawny&#039;s contributions were relatively minor, not entirely understanding the situation. The path also took them to the Temple of Light, protected by a clan of Sith, but while they were able to learn more about what the prophecy meant, they couldn&#039;t stop the entity&#039;s attack.&lt;br /&gt;
&lt;br /&gt;
As a final act of desperation, the group decided to go straight to the source; the Dark Side itself. What they found was quite literally Hell, a place of torment, anguish, hellfire and brimstone. On a whim, the group decided to head to the Temple&#039;s self here, and managed to gain access. From there, the group was able to make themselves able to defend themselves in this realm, and Tawny obtained an ability that only one other person she knew of had. At the suggestion of Master Sienn Sconn, the group moved on to investigate a situation, the inner demons of a past member of the Temple.&lt;br /&gt;
&lt;br /&gt;
More information will be added as it is made available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Custom Blasters:==&lt;br /&gt;
*SP-229 &amp;quot;Spectre&amp;quot; Pistol - One of her first designs, the &amp;quot;Spectre&amp;quot; pistol is not a ground breaking design, but it is fairly hardy as a combat pistol. It&#039;s power output is roughly the same as the DH-17 or DL-18 series pistols, but it does boast a 120 meter range, and the ability to fire both stun and ion bolts.&lt;br /&gt;
&lt;br /&gt;
*AR-715 &amp;quot;Avenger&amp;quot; Assault Rifle - Another one of Tawny&#039;s first designs,  this rifle lags slightly behind the E-11 in terms of power, but it is still fairly robust and multipurpose. It is select-fire, and supports stuncoils and ion bolts on top of the standard kill bolt mode, an integrated grenade launcher and a scope.&lt;br /&gt;
&lt;br /&gt;
*CSP-6 &amp;quot;Ghost&amp;quot; Pistol - Tawny&#039;s first attempt to build a covert pistol, the CSP-6 is fairly straightforward. It is more or less on par with the DL-44 heavy blaster pistol, but with the bonus of being silenced. It does not feature any other modes or attachments otherwise.&lt;br /&gt;
&lt;br /&gt;
*SP-57 &amp;quot;Paladin&amp;quot; Pistol - Now acting as Tawny&#039;s sidearm, this pistol is quite robust and meets most every need she has for it. The power is only slightly better than a DH-17 or DL-18, and has an effective range of 60 meters. However, on top of being selectable between stun and ion bolt modes, it is also silent when fired. Tawny typically wields two SP-57s as part of her standard loadout.&lt;br /&gt;
&lt;br /&gt;
*AR-715 &amp;quot;Avenger Mk. II&amp;quot; Assault Rifle - Designed as an evolution to her AR-714, the &amp;quot;Avenger Mk. II&amp;quot; is more powerful, edging out over an E-11 but just short of the A280, but sacrifices the autofire mode (since Tawny saw no need for it). It still uses kill, stun and ion bolt modes and has the integrated underslung grenade launcher, but is also silenced.&lt;br /&gt;
&lt;br /&gt;
*ARX-01 &amp;quot;Archer&amp;quot; Expiremental Rifle - Tawny built the &amp;quot;Archer&amp;quot; to explore a new possibility, using the firing mechanism from the BlasTech DL-23 pistol, which fires a kill and stun bolt in rapid succession. She simply took it up to the rifle level, and fitted it with a basic scope and silencer, while also increasing the damage output to rival the A280. Because of how successful this design became, Tawny regularly carries it on missions.&lt;br /&gt;
&lt;br /&gt;
*SP-01 &amp;quot;Stiletto&amp;quot; Pistol - Designed as part of an infantry combat package, the SP-01 is a robust pistol suitable for covert situations. It&#039;s output is roughly the same as a DH-17, on top of being able to fire stun and ion bolts, features a silencer and has a 75-shot powerpack and 100 meter range. Only one person, an arms dealer/manufactuer who is a friend of the ABG&#039;s, is authorized to build these.&lt;br /&gt;
&lt;br /&gt;
*AR-01 &amp;quot;Hellfire&amp;quot; Assault Rifle - A compact but robust carbine designed for an infantry combat package, the AR-01 is one of Tawny&#039;s better designs. It is as powerful as an E-11, while making use of the kill/stun firing mechanism tested in the ARX-01, as well as a separate stun bolt and ion bolt mode. On top of that, it is silenced. It&#039;s operational range is 200 meters, and is only available through the arms dealer/manufactuerer that Tawny entered into an agreement with.&lt;br /&gt;
&lt;br /&gt;
*HAR-01 &amp;quot;Harbinger&amp;quot; Repeating Blaster - Adding to the infantry package, the HAR-01 is Tawny&#039;s answer to the T-21. It feeds from 200 shot powerpacks, and is select fire between semi and full automatic modes. The &amp;quot;Harbinger&amp;quot; is fitted with a scope, and boasts kill/stun, stun and ion modes, a 400 meter range, and damage comperable to it&#039;s competitor, the T-21.&lt;br /&gt;
&lt;br /&gt;
*SR-01 &amp;quot;Wraith&amp;quot; Sniper Rifle - Rounding out the infantry package is a powerful sniper rifle that Tawny designed. The rifle has a 950 meter range, and while not as powerful as the SX-541 anti-materiel rifle, it is close enough. It is fitted with a sturdy tripod mount to stabilize the rifle, a powerful scope, and uses the kill/stun bolt mechanism as it&#039;s only firing mode. It is also silenced, but does not have the same heat generation of most sniper rifles, so it&#039;s rate of fire is not negatively affected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Allegiance Battle Group]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25208</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25208"/>
		<updated>2015-02-16T00:19:21Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* Setting up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module: (https://drive.google.com/file/d/0B1TRGnMMipxRV1A4S0R5UVhtb2s/view) - The most current Minis Module (5.2.2)&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - Verstion 5.1.5&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, neither side is permitted to use any TIE Phantoms. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. It is permitted for any non-ITOD matches, however.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25207</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25207"/>
		<updated>2015-02-07T02:07:43Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital Ship Rules&#039;&#039;&#039;:&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_URkxJUHBSbU9idUU/edit HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, neither side is permitted to use any TIE Phantoms. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. It is permitted for any non-ITOD matches, however.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25202</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25202"/>
		<updated>2015-01-31T19:38:31Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
*In ITOD missions, neither side is permitted to use any TIE Phantoms. This is due to the fact that during the events of &#039;&#039;Rebel Assault II&#039;&#039;, where the TIE Phantom was featured, every last TIE Phantom and it&#039;s production facility were destroyed. It is permitted for any non-ITOD matches, however.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25200</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25200"/>
		<updated>2015-01-23T23:21:59Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
&lt;br /&gt;
==Extra==&lt;br /&gt;
As a little something extra, an &amp;quot;in-character&amp;quot; write-up was done for the existing craft in X-Wing Miniatures (excluding the GR-75 Transport and CR-90 Corvette). This is also intended to act as something like a primer for newcomers and somewhere to go for information on new craft that appear in the game.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQc05fVTM5WmViNG8/view?usp=sharing Fighter Briefing]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25193</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25193"/>
		<updated>2015-01-17T04:53:54Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B1eM8stFR20GYkFTVzBiWWZVMWc/view RS ITOD 7: Operation Invisible Force]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B2oXXwxtpICQa1Y4RTVkc1dXdzQ/view?usp=sharing Rules of Engagement - Training Run]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25167</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25167"/>
		<updated>2014-12-05T23:05:39Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BbmxmYW9MbHZXR00/view RS ITOD 6: Operation Gilded Shroud]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B-7DqBNVmw9BOVNxdHc4ekdGaU0/edit RS ITOD 5: Operation Phantom Ghost]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_USWJtMFBaYmRXQ0k/edit RS ITOD 4: Operation Renegade Star]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25081</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25081"/>
		<updated>2014-10-04T02:42:10Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Current ITOD Mission==&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_Ua1ctTUlPMzJ6WUE/edit?usp=sharing RS ITOD 3: Operation Defiant Bulwark]&lt;br /&gt;
&lt;br /&gt;
==Previous ITOD Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UNDI5cVU3RnFWMmM/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTUVaVnYxZHdGeHc/edit?usp=sharing Rules of Engagement for Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRYjVyRlBVYXNBYkE/edit) - The current Module used for playing (5.1.5)&lt;br /&gt;
**(https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - Version 5.0.8.&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Version 5.0.0.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
==RS House Rules==&lt;br /&gt;
*Upon request, the &amp;quot;Imperial&amp;quot; or &amp;quot;enemy&amp;quot; (non-RS) player must disclose the number of ships they&#039;re bringing to the engagement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Mira_Torwyn&amp;diff=25038</id>
		<title>Mira Torwyn</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Mira_Torwyn&amp;diff=25038"/>
		<updated>2014-08-01T22:06:01Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name= Mira Torwyn&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld= Lianna&lt;br /&gt;
|birth= 18:5:16 (17 BBY)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|height=1.77 Meters&lt;br /&gt;
|weight=58.9 Kilograms&lt;br /&gt;
|hair=Brown&lt;br /&gt;
|eyes=Blue&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Captain Mira Torwyn is a commando assigned to the [[Zealot Special Operations Unit]].&lt;br /&gt;
==Background==&lt;br /&gt;
Mira Torwyn was born on Lianna, her father a Republic Navy officer and her mother a data analyst for one of the corporations on the planet, and was an only child. She grew up to be loyal to the Empire, but was inspired by her father&#039;s military service to pursue a career in the military as well. However, as a female, this would prove to be an exceptionally daunting task, but she had a rather unique edge. Her mother was a member of the Firebird Society, an all-female organization dedicated to the advancement and protection of females in the Empire&#039;s service from misogynist policies and superiors.&lt;br /&gt;
&lt;br /&gt;
Mira&#039;s training was extremely difficult, as she joined the Imperial Army Academy right after the Empire&#039;s defeat at the Battle of Yavin, but she persevered through dedication and sheer force of will and was commissioned as an officer. Shortly afterwards, Mira was inducted into the Firebird Society by her mother. This connection allowed her to be assigned to a fairly significant, if quiet, posting with the 1st Tapani Assault Battlegroup. The reason being was that the battlegroup was under the command of Major General Tessala Corvae, a member of the Firebirds.&lt;br /&gt;
&lt;br /&gt;
Mira was involved with General Corvae&#039;s efforts to quietly slip equipment from Imperial surplus stocks in the Tapani Sector, which was largely not a problem area for the Empire, to the Firebirds to conduct their activities. However, when the Empire was forced to withdraw from the Sector, Mira was requested by both the Firebirds and General Corvae to resign her commission and take a posting with House Melantha&#039;s House Guard. The reason was to maintain ties with the pro-Imperial Tapani House, in hopes of later restoring the Sector to Imperial control, since it was the location of the strategically important Fondor shipyards. Mira complied, and served under one of Corvae&#039;s former officers, Major Shep Jion, who further reinforced the values of honor and commitment to duty. However, as much as Mira respected Major Jion, she came to despise High Lord Bal Jaset, the ruler of House Melantha. High Lord Jaset was arrogant and a womanizer, and embodied much of what she hated about the Empire&#039;s leadership. Unable to bring herself to serve such a disgusting man, Mira left House Melantha and returned to Lianna by 8 ABY.&lt;br /&gt;
&lt;br /&gt;
For a brief period, Mira fell into civilian life, taking a position with Sienar Fleet Systems as a military adviser, and even learned to fly TIE-series craft and some of the company&#039;s transports, including the Lambda Shuttle, but it was not to last. Despite her Firebird connections, Mira was forcibly drafted back into the Imperial Army two years later, when the Reborn Emperor launched his campaign. Despite being a Major when she retired, Mira was demoted &amp;quot;for desertion of duty&amp;quot; to Lieutenant, and as punishment, was assigned to serve on the command staff of Maximilian Veers, one of the Empire&#039;s greatest ground commanders and now a pariah among his peers for his service with Darth Vader.&lt;br /&gt;
&lt;br /&gt;
For Mira, this was an opportunity of a lifetime, as she respected Veers a great deal, but they both knew it was a death sentence. Still, she took the time to learn from him in the brief time they were serving together before an inept dark side Executor, Sedriss QL, sent Veers and his unit on a suicide mission during the Battle of Balmorra. Mira and a handful of soldiers survived the battle, but barely. Disgusted that this was how the Empire rewarded it&#039;s heroes, Mira convinced the survivors to leave without her, and then proceeded to swap uniforms with a dead Republic soldier and deserted. She went straight to the first Republic unit she could find and surrendered to them, requesting to defect.&lt;br /&gt;
&lt;br /&gt;
Mira was treated with suspicion, but eventually, she was cleared for service and was sent to the Greeop Sector in 12 ABY. However, her transfer documents were altered just enough to make sure she ended up with Aurora Force on the eve of their mass defection, in hopes of gaining her service. This proved to be a mistake for those who thought up this idea, because Mira had absolutely no intention of returning to the Empire. Even the Firebird Socitey, who were pro-Imperial, sympathized with her reasons and chose not to break ties with her upon her defection. As a result, Mira quickly made her way back to loyal Rebel Squadron forces and has since been assigned as a commando with the Zealot Special Operations Unit.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Mira is fairly friendly to those around her, but above all else, she holds commitment to duty and honor as key. Those who abandon their commitments, betray their oaths, or just generally are dishonorable are lesser in her eyes, and she has made it quite clear in the past that she will not serve commanders who are unwilling to hold themselves to the standards they hold their subordinates or claim to be protecting. She does make concessions for wartime considerations, but there is only so much before Mira can stop ignoring such actions.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Qualifications==&lt;br /&gt;
Mira is actually quite well trained, between her Imperial Army service, Firebird training and her brief stint with House Melantha&#039;s House Guard. As a result, there are few ground combat situations she feels out of place in, and she has a wide range of combat skills at her disposal. This includes combat planning from light infantry to small-scale combined arms operations, covert infiltration skills, and VIP protection operational procedures. Her brief time with Sienar Fleet Systems has given her some basic skills as a pilot, but they are hardly refined or anything worth rating her as a dedicated pilot.&lt;br /&gt;
&lt;br /&gt;
As technical skills go, she has standard field maintenance skills for personal weapons and armor, as well as combat first aid, but no real experience with computer slicing. Her demolitions knowledge is fairly standard, with familiarity in the use of explosives, but not in-depth enough to certify her for explosives disposal or demolition work.&lt;br /&gt;
&lt;br /&gt;
With weapons, Mira has rated no lower than &amp;quot;Sharpshooter&amp;quot; on her qualifications for blaster rifles and pistols, indicating above-average marksmanship, and has a wide range of hand-to-hand skills learned from her various service histories. Interestingly, the Firebirds promote the use of vibroblade weapons, and Mira has demonstrated above average proficiency with them, but seems to favor blasters all the same.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Brown&lt;br /&gt;
*Hair Style: Shoulder-Length&lt;br /&gt;
*Eye Color: Blue&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Talon Vibrodagger &amp;amp; Assortment of Throwing Knives (if needed)&lt;br /&gt;
*Backup: BlasTech Persuader Hold-out Blaster&lt;br /&gt;
*Sidearm: Merr-Sonn M434 Blaster Pistol&lt;br /&gt;
*Primary: Imperial Munitions StarAnvil Blaster Rifle, Customized&lt;br /&gt;
**Fitted with a variable magnification optics system and adjustable four-position stock&lt;br /&gt;
*Secondary: KX-80 Repeating Blaster Rifle, Customized&lt;br /&gt;
**Original scope replaced with variable magnification optics&lt;br /&gt;
**Original bipod replaced with reinforced aftermarket model&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25035</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25035"/>
		<updated>2014-08-01T19:32:04Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= 22:7:15 (13 BBY)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Brigadier General &#039;&#039;&#039;Nicolai Ginofev&#039;&#039;&#039;, Resurrection Leader, has served in the RS since Feb 07, 2005.&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
His career began with the infamous [[Aurora Force]] but after butting heads with the command staff, he was swiftly transferred out and into the [[Allegiance Battle Group]], where he remained for several years. However, while on a mission, he was killed in the line of duty, attempting to protect one of the group. He was buried on Bethlamore with full military honors, but that wasn&#039;t the end...&lt;br /&gt;
&lt;br /&gt;
Unknown to him, a secret division of New Republic Intelligence, Division Three, had obtained the means to clone him to become one of their newest operatives. This came as a shock to him during a raid on an Imperial base, where the enemy commander attempted to taunt him with this information. However, Nicolai chose to comply with the wishes of Division Three, and secretly joined their ranks, while resuming a more active role with the rest of the Rebel Squadrons.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Blonde/Brown&lt;br /&gt;
*Hair Style: Regulation Short&lt;br /&gt;
*Eye Color: Green&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
*Favored Clothing:&lt;br /&gt;
**Navy Blue NRDF Flight Suit (Resurrection Squadron patch on right shoulder, New Republic insignia patch on left shoulder, Nametape patch over left breast pocket w/NRAF Starfighter Corps &amp;amp; Brigadier General insignia)&lt;br /&gt;
**Standard casual NRDF Uniform (Brigadier General rank insignia)&lt;br /&gt;
**Alliance Marine Armor (Modified with passive camo system to adjust to local color patterns using a digital &amp;quot;Tiger-stripe&amp;quot; pattern, helmet systems upgraded to include MFTAS and DH107 milgrade commlink)&lt;br /&gt;
**Casual clothes (Typically short-sleeve shirt, vest, cargo slacks and boots)&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech EKX-10: Fitted with Viper-2 Grenade Launcher as required&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**BlasTech P-11 Sniper Rifle&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**BlasTech ES-23 Light Repeating Blaster Rifle&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nicolai&#039;s player is largely involved with [[X-Wing Miniatures]] and [[D6 Roleplaying]], but has taken to expanding into other fields as of late.&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25033</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25033"/>
		<updated>2014-08-01T19:17:25Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Brigadier General &#039;&#039;&#039;Nicolai Ginofev&#039;&#039;&#039;, Resurrection Leader, has served in the RS since Feb 07, 2005.&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
His career began with the infamous [[Aurora Force]] but after butting heads with the command staff, he was swiftly transferred out and into the [[Allegiance Battle Group]], where he remained for several years. However, while on a mission, he was killed in the line of duty, attempting to protect one of the group. He was buried on Bethlamore with full military honors, but that wasn&#039;t the end...&lt;br /&gt;
&lt;br /&gt;
Unknown to him, a secret division of New Republic Intelligence, Division Three, had obtained the means to clone him to become one of their newest operatives. This came as a shock to him during a raid on an Imperial base, where the enemy commander attempted to taunt him with this information. However, Nicolai chose to comply with the wishes of Division Three, and secretly joined their ranks, while resuming a more active role with the rest of the Rebel Squadrons.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Blonde/Brown&lt;br /&gt;
*Hair Style: Regulation Short&lt;br /&gt;
*Eye Color: Green&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
*Favored Clothing:&lt;br /&gt;
**Navy Blue NRDF Flight Suit (Resurrection Squadron patch on right shoulder, New Republic insignia patch on left shoulder, Nametape patch over left breast pocket w/NRAF Starfighter Corps &amp;amp; Brigadier General insignia)&lt;br /&gt;
**Standard casual NRDF Uniform (Brigadier General rank insignia)&lt;br /&gt;
**Alliance Marine Armor (Modified with passive camo system to adjust to local color patterns using a digital &amp;quot;Tiger-stripe&amp;quot; pattern, helmet systems upgraded to include MFTAS and DH107 milgrade commlink)&lt;br /&gt;
**Casual clothes (Typically short-sleeve shirt, vest, cargo slacks and boots)&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech EKX-10: Fitted with Viper-2 Grenade Launcher as required&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**BlasTech P-11 Sniper Rifle&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**BlasTech ES-23 Light Repeating Blaster Rifle&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nicolai&#039;s player is largely involved with [[X-Wing Miniatures]] and [[D6 Roleplaying]], but has taken to expanding into other fields as of late.&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25002</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=25002"/>
		<updated>2014-07-09T06:41:38Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Colonel &#039;&#039;&#039;Nicolai Ginofev&#039;&#039;&#039;, [[Gold Squadron|Gold 4]], has served in the RS since Feb 07, 2005.&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
His career began with the infamous [[Aurora Force]] but after butting heads with the command staff, he was swiftly transferred out and into the [[Allegiance Battle Group]], where he remained for several years. However, while on a mission, he was killed in the line of duty, attempting to protect one of the group. He was buried on Bethlamore with full military honors, but that wasn&#039;t the end...&lt;br /&gt;
&lt;br /&gt;
Unknown to him, a secret division of New Republic Intelligence, Division Three, had obtained the means to clone him to become one of their newest operatives. This came as a shock to him during a raid on an Imperial base, where the enemy commander attempted to taunt him with this information. However, Nicolai chose to comply with the wishes of Division Three, and secretly joined their ranks, while resuming a more active role with the rest of the Rebel Squadrons.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Blonde/Brown&lt;br /&gt;
*Hair Style: Regulation Short&lt;br /&gt;
*Eye Color: Green&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
*Favored Clothing:&lt;br /&gt;
**Navy Blue NRDF Flight Suit (Gold Squadron patch on right shoulder, New Republic insignia patch on left shoulder, Nametape patch over left breast pocket w/NRAF Starfighter Corps &amp;amp; Brigadier General insignia)&lt;br /&gt;
**Standard casual NRDF Uniform (Brigadier General rank insignia)&lt;br /&gt;
**Alliance Marine Armor (Modified with passive camo system to adjust to local color patterns using a digital &amp;quot;Tiger-stripe&amp;quot; pattern, helmet systems upgraded to include MFTAS and DH107 milgrade commlink)&lt;br /&gt;
**Casual clothes (Typically short-sleeve shirt, vest, cargo slacks and boots)&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech EKX-10: Fitted with Viper-2 Grenade Launcher as required&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**BlasTech P-11 Sniper Rifle&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**BlasTech ES-23 Light Repeating Blaster Rifle&lt;br /&gt;
&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24944</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24944"/>
		<updated>2014-07-02T06:38:35Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - The current Module used for playing&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Previous version used.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Corellian Corvette&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_Uc1hZZVEwb1ZmNVE/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Templates for Rebel Transport&#039;&#039;&#039;: [https://drive.google.com/file/d/0B7SzYaf3_X_URTZlN25ydTJCclk/edit?usp=sharing HERE]&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Turn==&lt;br /&gt;
&lt;br /&gt;
For those of you still curious about what all goes on in a turn, but have yet to be able to sit in on a Minis game, this section will help explain. Bear in mind that while this sounds complicated, it actually falls into place quite neatly and it becomes second nature fairly quickly.&lt;br /&gt;
&lt;br /&gt;
Note: For the sake of this example, we are going to assume a face off of 2 Z-95s (Bandit Squadron Pilot) and 2 TIE Fighters (Obsidian Squadron Pilot). So this will not take into account certian things beyond modifications (both Z-95s are carrying Concussion Missile each to include notes on warheads) and pilot talents.&lt;br /&gt;
&lt;br /&gt;
So, the first step is the planning phase. Here, you plot your course and get an idea for your plan of attack. Each ship has a movement dial, and by using &amp;quot;Reveal&amp;quot; (by right clicking the dial), it is hidden from the other player until the next step. Every ship has a different set of available manuvers, to better represent how the craft handles. So more agile craft will have a wider range of options than a slower moving one, but on the flip side, the slower craft may have better short range options for tighter turns. Regardless, each ship has three colors of manuvers available to them: red, white, and green.&lt;br /&gt;
&lt;br /&gt;
*Red Manuvers: These are pushing the craft and pilot to their limits, and so they cause the ship to replace taking an action during the action phase to it recieving a Stress token and taking no action. They also cannot perform another red manuver until the stress is removed. &lt;br /&gt;
&lt;br /&gt;
*White Manuvers: These are normal actions a craft can perform, and have no effect on the ship or it&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
*Green Manuvers: These are easy manuvers for the craft to take, and their primary function is to remove Stress. By performing a green manuver, the craft&#039;s stress token is removed, and it is free to take actions. If there are no stress tokens, it&#039;s handled like a white manuver.&lt;br /&gt;
&lt;br /&gt;
After the planning phase comes the movement. Now this is decided by the lowest pilot number, which is the orange number towards the upper-middle of the card, next to the pilot&#039;s name, and goes up from there. If there are two pilots on each side that have the same number, iniative goes to the Imperial (or opposing force) pilot. The player reveals their movement dial, and then moves the craft in that direction. Bear in mind that the orientation of the craft doesn&#039;t change which way it goes, so if you start with your token inverted or it becomes inverted, remember to think not in terms of how YOU see the direction, but how the craft will. It takes some getting used to, so don&#039;t worry if you mess it up. Generally, if it was obvious you went left and you meant to go right, we&#039;ll let you fix it. It is a little bit of the honor system there, so don&#039;t abuse it.&lt;br /&gt;
&lt;br /&gt;
As you move each craft, they can take an action, as listed by the symbols on their card, to the right of their hull and shield values, but let&#039;s use our example to explain how they work.&lt;br /&gt;
&lt;br /&gt;
So, for the sake of our example, let&#039;s look at our Z-95s and TIEs. The Obsidian Squadron pilot is a 3, while the Bandit Squadron pilot is a 2, so the Z-95s go first. Now, on the Z-95&#039;s card, it has only two options: Focus (eyeball) and Target Lock (crosshairs). So after the Z-95 moves, they can either take a Focus token, or if an enemy is within Target Lock range (checkable by right clicking on the craft token and under Fire Arcs, select Target Lock. For the sake of example, we&#039;re going to say that one Z-95 takes a Focus, and the other acquires a Target Lock on one of the TIEs.&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the TIEs to move. You&#039;ll note it has different actions: Focus (eyeball), Evade (squiggly arrow), and Barrel Roll (loop arrow). While we won&#039;t use it, Barrel Roll is a bit of a tricky concept, since there&#039;s no neat way to do it. Basically, what you need to do is go into the pieces, get out a 1 Straight ruler, and place it on the left or right side of the ship, and then move the token to the other end of that ruler. It&#039;s useful, but it&#039;s confusing at first. But for this example, one of our TIEs is going to take a Focus Token and the other will take an Evade Token.&lt;br /&gt;
&lt;br /&gt;
So after all the ships have moved and taken their actions (if they can), then comes combat. Naturally, if no one is in range, we can just skip this step and go to the next turn. But for the sake of our example here, we&#039;re going to say that everyone&#039;s in range of each other to start combat. In this situation, the order works in reverse from movement, so the higher pilot number shoots first, and it goes down the list. Again, Imperial pilots have the iniative. So that means that our two TIE Fighters can attack first. Attacking is done by selecting a target within the ship&#039;s firing arc (selectable under fire arc on the craft tab). The cone&#039;s coloring also will tell you what range the ship is in. Range 1 is brightest, Range 2 is the middle, Range 3 is the most transparent color.&lt;br /&gt;
&lt;br /&gt;
*Range 1: At this range, the attacking craft has the advantage. It gains an additional attack dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Range 2: Neither ship gain or lose any dice.&lt;br /&gt;
&lt;br /&gt;
*Range 3: The defending craft has the advantage, and gains an additional defense dice when rolling.&lt;br /&gt;
&lt;br /&gt;
*Note: Bear in mind that this is referring to Primary Weapon attacks.&lt;br /&gt;
&lt;br /&gt;
So, our first TIE Fighter, who has a Focus, attacks one of our Z-95s, who also has a Focus, and we&#039;ll go with that they&#039;re at Range 2. So, looking at the TIE Fighter&#039;s card, it&#039;s Red attack value number is 2, so it&#039;ll roll 2 dice. On the Z-95&#039;s card, it&#039;s Green defense value is also a 2, so it&#039;ll roll 2 dice for defending.&lt;br /&gt;
&lt;br /&gt;
*Attack Dice: Attack dice have four possible outcomes: Blank, Focus (Eyeball), Hit (Explosion), and Critical Hit (Explosion Outline). Blank means nothing hits, Focus results can be changed to hits by spending a Focus token, Hits are normal hits, and Critical Hits are normal hits against shields, but against hull, they require that you draw and flip a Damage Card face up, and they&#039;re all bad news for whoever got hit.&lt;br /&gt;
&lt;br /&gt;
*Defense Dice: Defense Dice have three possible outcomes (but two of those are Evade): Blank, Focus (Eyeball), Evade (Squiggly Arrow). Blank is nothing, Focus can be turned into Evade by spending a Focus token, and Evade cancels any hit results.&lt;br /&gt;
&lt;br /&gt;
*Conclusion: In short, the result is decided on how many hits (if any) are remaining after both players roll and spend any tokens (or use any abilities). If the number of Hits or Critical Hits is greater than the number of Evades, then that amount of damage is done against the Defender. If it is equal to or less than, no damage is done.&lt;br /&gt;
&lt;br /&gt;
With that explained, we will roll our dice to see what comes up:&lt;br /&gt;
&lt;br /&gt;
The TIE Fighter rolls and the results are a Hit and a Critical Hit. Since no Focus came up, the player does not have to spend the TIE&#039;s Focus Token on anything. The Z-95, however, rolls an Evade and a Focus. Now, it&#039;s entirely up to the player to decide if they want to spend a Focus or not, since one could opt to eat a damage or two and spend it on their attack instead. But for the sake of this example, we&#039;ll say the Z-95 chooses to spend it&#039;s Focus token. The Focus dice is turned into an Evade, and the TIE has done no damage to the Z-95.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s go to our TIE who took an Evade Token against the Z-95 who took a Target Lock. For this, the Z-95 is at Range 3, so the TIE rolls 2 attack dice, and the Z-95 rolls 3. The TIE got a Focus and a Hit, while the Z-95 got a Focus and two Blanks. However, neither took a Focus action, so they cannot spend anything to change either Focus results. So, the Z-95 is hit and loses 1 point to it&#039;s shields.&lt;br /&gt;
&lt;br /&gt;
Both of the TIEs are done, now it&#039;s time for the Z-95s. The Z-95 who spent his Focus will attack the TIE Fighter who took an Evade, and for this, the Z-95 is at Range 1. So he gets an extra dice to his attack, which is a 2 normally. The TIE evades as normal, which is 3 dice. The Z-95 rolls a Hit, Blank and a Crit, while the TIE rolls a Focus and 2 Blanks. However, the TIE also has an Evade token, which acts as a free Evade die to add to the result, which basically means that he has a Focus, 2 Blanks and an Evade. Now, this brings up a good point: Hits must all be canceled first before any Crits are canceled. So, in this case, the TIE can cancel the Hit with his Evade Token he has spent, but still has to take the Crit. This means that a Damage Card is not only drawn, but flipped face-up (since the TIE Fighter has no shields.) The instructions of the card are carried out as it reads. (Since we&#039;re only doing 1 turn, we won&#039;t go too in depth. And there&#039;s quite a few possibilities).&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time for the Z-95 who&#039;s taken a Target Lock on the TIE that spent it&#039;s Focus, and they&#039;re at Range 2. But the Z-95 chooses to his warhead, a Concussion Missile. The card states that the ship firing it spends it&#039;s Target Lock to make the attack, it&#039;s attack value is 3, and it has a range of 2-3. It also states that the firing ship can change 1 blank result to a Hit result. Regardless of if this missile hits or misses, it is considered fired and the Target Lock is removed from the TIE and the card is flipped face down, it cannot be used anymore. So the Z-95 fires, and the TIE attempts to evade. The Z-95 rolls a Blank and 2 Hits, and the TIE rolls a Focus, Blank and Evade. The Z-95 can flip it&#039;s blank to a Hit, so it has 3 Hits, and the TIE has spent it&#039;s Focus, so it can only cancel 1 hit. So it&#039;s struck for 2 damage, and 2 damage cards are drawn, but kept face down, while the Z-95 flips it&#039;s concussion missile card face down and removes the red Target Lock from the TIE and the blue Target Lock from itself.&lt;br /&gt;
&lt;br /&gt;
After every ship capable of attacking has done so, the turn enters the end phase. Now in our example, no ships have anything that is affected by that, and none were destroyed. If a ship is destroyed, it is removed off the playing field and all of it&#039;s cards flipped face down immediately. But once all this is done, the manuver dials are hidden once more, and we move on to the planning phase of the new turn.&lt;br /&gt;
&lt;br /&gt;
Remember, this may seem very complicated and daunting, but the great part about this game is that everything is fairly streamlined to a point where you can pick things up very easily, and the real trick becomes mastering the rules and finding where you best fit in. As always, we&#039;re here to help one another, so ask questions if you don&#039;t understand something. We want to make sure everyone is having a good time, and if you&#039;re getting discouraged because you don&#039;t get something, ask. Most of the time, we all end up learning something new when someone asks about how a rule or concept works, otherwise, we just want to make sure we&#039;re all clear on what&#039;s going on. Above all else: have fun. It&#039;s all friendly competition, just here to get together, play a great game, and enjoy some fine company while we&#039;re at it.&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=24938</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=24938"/>
		<updated>2014-07-02T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Colonel &#039;&#039;&#039;Nicolai Ginofev&#039;&#039;&#039;, [[Gold Squadron|Gold 4]], has served in the RS since Feb 07, 2005.&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Nicolai has a strong sense of duty, unwilling to give up on anything if it&#039;s worth pursing. This, however, makes him stubborn, to a degree, but he is not too proud to back down if he&#039;s wrong or unwilling to ask questions if things seem unclear to him. While he prefers to fly starfighters, he willingly joined units focused on ground combat operations, and accepts that he is new to his line of work.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*Hair Color: Blonde/Brown&lt;br /&gt;
*Hair Style: Regulation Short&lt;br /&gt;
*Eye Color: Green&lt;br /&gt;
*Distinguishing Marks: None&lt;br /&gt;
*Favored Clothing:&lt;br /&gt;
**Navy Blue NRDF Flight Suit (Gold Squadron patch on right shoulder, New Republic insignia patch on left shoulder, Nametape patch over left breast pocket w/NRAF Starfighter Corps &amp;amp; Colonel insignia)&lt;br /&gt;
**Standard casual NRDF Uniform (Colonel rank insignia)&lt;br /&gt;
**Alliance Marine Armor (Modified with passive camo system to adjust to local color patterns using a digital &amp;quot;Tiger-stripe&amp;quot; pattern, helmet systems upgraded to include MFTAS and DH107 milgrade commlink)&lt;br /&gt;
**Casual clothes (Typically short-sleeve shirt, vest, cargo slacks and boots)&lt;br /&gt;
&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech EKX-10: Fitted with Viper-2 Grenade Launcher as required&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**BlasTech P-11 Sniper Rifle&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**BlasTech ES-23 Light Repeating Blaster Rifle&lt;br /&gt;
&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24926</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24926"/>
		<updated>2014-06-23T23:05:20Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://docs.google.com/file/d/0B1TRGnMMipxRT1hzeGQyclRvM1E/edit) - The current Module used for playing&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Previous version used.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24925</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24925"/>
		<updated>2014-06-21T23:25:02Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRZC1ObFExQmFSRDg/edit?usp=sharing) - The current Module used for playing&lt;br /&gt;
**(https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing) - Previous version used.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=24862</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=24862"/>
		<updated>2014-05-31T22:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{eras|abg|rf}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
Colonel &#039;&#039;&#039;Nicolai Ginofev&#039;&#039;&#039;, [[Gold Squadron|Gold 4]], has served in the RS since Feb 07, 2005.&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government bureaucrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Nicolai has a strong sense of duty, unwilling to give up on anything if it&#039;s worth pursing. This, however, makes him stubborn, to a degree, but he is not too proud to back down if he&#039;s wrong or unwilling to ask questions if things seem unclear to him. While he prefers to fly starfighters, he willingly joined units focused on ground combat operations, and accepts that he is new to his line of work.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Weapons:&lt;br /&gt;
*Melee: Standard Issue Combat Vibroblade Knife&lt;br /&gt;
*Backup: BlasTech DL-30 Compact Blaster Pistol&lt;br /&gt;
*Sidearm: BlasTech DL-44 Heavy Blaster Pistol&lt;br /&gt;
*Primary: BlasTech EKX-10: Fitted with Viper-2 Grenade Launcher as required&lt;br /&gt;
*Secondary: (Selected as follows, not all taken at once)&lt;br /&gt;
**BlasTech P-11 Sniper Rifle&lt;br /&gt;
**Merr-Sonn SX-451 Heavy Sniper Rifle&lt;br /&gt;
**BlasTech ES-23 Light Repeating Blaster Rifle&lt;br /&gt;
&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24861</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24861"/>
		<updated>2014-05-31T21:59:42Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing)&lt;br /&gt;
The module used by the RS when playing.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24860</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24860"/>
		<updated>2014-05-31T21:59:18Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing)&lt;br /&gt;
The module used by the RS when playing.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;br /&gt;
[[Category:Game Information]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24859</id>
		<title>X-Wing Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24859"/>
		<updated>2014-05-31T21:53:12Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: Created page with &amp;quot; ==About== X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==About==&lt;br /&gt;
X-Wing Miniatures is a newly launched game that is a table-top strategy game, which has been adapted to be played virtually online, by way of the Vassal Module. Players make use of the various starfighters and aces of the Rebel Alliance and Galactic Empire in this turn-based game where strategy is key, making full use of one&#039;s craft and abilities to defeat the enemy player.&lt;br /&gt;
&lt;br /&gt;
You can find the rules to the game here: (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
==Setting up==&lt;br /&gt;
&lt;br /&gt;
First of all, you will need to download all of the components in order to play online. They are:&lt;br /&gt;
&lt;br /&gt;
*Vassal Engine(https://drive.google.com/file/d/0B1TRGnMMipxRdUp1LU5zbDh2c0U/edit?usp=sharing)&lt;br /&gt;
This is the base program used to play X-Wing Miniatures.&lt;br /&gt;
&lt;br /&gt;
*RS X-Wing Minis Module (https://drive.google.com/file/d/0B1TRGnMMipxRTjFUb1FuU3lwLUk/edit?usp=sharing)&lt;br /&gt;
The module used by the RS when playing.&lt;br /&gt;
&lt;br /&gt;
*Map Packs - These are the playing fields used, to give a more Star Wars feel to the battles unfolding.&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxROGIwbUxIOG11Umc/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRQUR1MVE5aU54Wlk/edit?usp=sharing&lt;br /&gt;
https://drive.google.com/file/d/0B1TRGnMMipxRdXhaemR4OTVDX0U/edit?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
After installing Vassal, run the program, and go to &amp;quot;File&amp;quot; and to &amp;quot;Load Module&amp;quot;. Select the RS X-Wing Minis Module. (Note: Make sure you have the file somewhere you can get to it easily. The program can load it from anywhere, but this is more for ease on your part should something happen to require re-loading)&lt;br /&gt;
&lt;br /&gt;
When the entry appears in the &amp;quot;Module Library&amp;quot;, right click on that, and add the map packs. (This will remove the map pack from the folder you originally created, and put it into a subfolder linking it to the module).&lt;br /&gt;
&lt;br /&gt;
Then double-click the module and Vassal will load it up. Click &amp;quot;look for a game online&amp;quot;, set up a username and password, and away you go.&lt;br /&gt;
&lt;br /&gt;
Normally, voice chat is done on Google Hangouts, so if you do not have a G+ account, it&#039;s a good idea to get one.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;ll need to build your squad. After establishing the agreed upon points limit (50, 70, 100, etc), use the following website to help build your squadron based on the point limit (http://xwing-builder.co.uk/build#&lt;br /&gt;
http://geordanr.github.io/xwing/).&lt;br /&gt;
&lt;br /&gt;
From here, you will pick your craft, pilots, and modifications. Please make sure to note what pieces are currently available in the module as opposed to what is available on the websites. Some content is still pending release while others are out, but have not yet been added. You can double check by clicking the &amp;quot;Pieces&amp;quot; tab in Vassal.&lt;br /&gt;
&lt;br /&gt;
After you have made your selections, join the game room and select which ever player slot you are going to be (Player 1, Player 2, Player 3, etc), and then click &amp;quot;Map&amp;quot;. This will bring up the map. Now, you will need to do some adjusting with your windows to still get to everything, and it&#039;s best to go with what works for you. However, for the map itself, in order to get a good view of the map and the dead space (which is used for card placement), go to the open magnifying glass icon tab, and select either &amp;quot;Fit Height&amp;quot; or &amp;quot;Fit Visable&amp;quot;. That should give you a good overall view, and you can still zoom in as needed later on.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Pieces&amp;quot; tab, click and drag all of the cards, dials, and ship pieces for your selected craft and modifications. It&#039;s also a good idea to drag out some chits (target lock, focus, stress, evasion) as needed. It&#039;s a good idea to organize your cards neatly and logically so that it&#039;s clear what craft has what mods, both for your own sanity and so if there are any questions or disputes, it&#039;s clear for those present to see. After the cards have been laid out, position your craft and dials on the map itself.&lt;br /&gt;
&lt;br /&gt;
From there, set up the stats on your craft token. This can be done either by hotkeys or by right clicking on the craft token and going to Set Stats, which will also give you the hotkeys to use. The stats in question are found on the craft/pilot card. From top to bottom, these are:&lt;br /&gt;
&lt;br /&gt;
*Pilot Number (Orange): This determine&#039;s the pilot&#039;s placement in turn order. During the Movement Phase, the order is Lowest to Highest, while during Combat Phase, the order is reversed to Highest to Lowest.&lt;br /&gt;
&lt;br /&gt;
*Attack Number (Red): This is the craft&#039;s attack value, representing how many dice are rolled during a Primary Weapon attack.&lt;br /&gt;
&lt;br /&gt;
*Defense Number (Green): This is the craft&#039;s defense value, representing how many dice are rolled when evading an attack.&lt;br /&gt;
&lt;br /&gt;
*Hull Value (Yellow): This represent&#039;s the craft&#039;s hull strength. During combat, it&#039;s a good idea to adjust this as the craft is hit or repaired.&lt;br /&gt;
&lt;br /&gt;
*Shield Value (Blue): This is the craft&#039;s shield strength. Like Hull, it&#039;s a good idea to adjust this when the craft is hit or the shields are repaired.&lt;br /&gt;
&lt;br /&gt;
If you have multiple craft of the same type, it&#039;s generally a good idea to place their name on them as well, using the option Set Pilot Name. This should also be done on the craft dial, to avoid confusing them later in action.&lt;br /&gt;
&lt;br /&gt;
The rest of the game&#039;s rules and concepts are covered clearly in the rule book, so it&#039;s a good idea to read through it (https://drive.google.com/file/d/0B1TRGnMMipxRSy13RkRUS2M2U00/edit?usp=sharing).&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
As the game has grown in popularity with the Rebel Squadrons, it is currently being more fully integrated into the ITOD system, but it can still be played as a normal multiplayer game as it started. FA Danny &amp;quot;David Lee Japan&amp;quot; Qatar has been holding regular game nights every Friday at 9PM (EST), but players are free to play at any time outside of this scheduled game night. The game nights are an excellent opportunity for new players to learn how to play and get experience, while experienced players have the opportunity to expirement with new ideas and tactics. And above all else, it&#039;s a great time for RSers to have a good time.&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21681</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21681"/>
		<updated>2010-11-12T00:10:30Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* RS Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government burecrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Nicolai has a strong sense of duty, unwilling to give up on anything if it&#039;s worth pursing. This, however, makes him stubborn, to a degree, but he is not too proud to back down if he&#039;s wrong or unwilling to ask questions if things seem unclear to him. While he prefers to fly starfighters, he willingly joined units focused on ground combat operations, and accepts that he is new to his line of work.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Note: Not a perminant loadout, just the &amp;quot;ideal&amp;quot; setup, as Nicolai is willing to adjust his weapons to fit mission parameters.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
-BlasTech DL-44 Heavy Blaster Pistol (Worn on left thigh tacical holster. Personal weapon used as sidearm since time spent in CorSec TacRes)&lt;br /&gt;
-BlasTech DL-30 Compact Blaster Pistol (Worn either under plain-clothes with left-handed cross-draw shoulder holster or left-handed cross-draw chest holster on mission gear.)&lt;br /&gt;
-MerrSonn M-434 &amp;quot;DeathSledge&amp;quot; Blaster Rifle with underslung Viper Grenade Launcher (Heavy combat rifle with attached grenade launcher. Grenade rounds vary based on mission profile.)&lt;br /&gt;
-BlasTech E-14 Carbine (Compact carbine for use as secondary weapon with &amp;quot;DeathSledge&amp;quot; or as primary weapon in close-quarters situations.)&lt;br /&gt;
-Variable types of grenades (Include but not limited to: Fragmentation, Concussion, Flashbang, Ion, Proton. Again, mission profile dictates type used.)&lt;br /&gt;
&lt;br /&gt;
Body Armor:&lt;br /&gt;
-Reinforced Combat Jumpsuit (Standard combat jumpsuit body armor reinforced with light plastisteel plates in non-moving areas such as chest and thigh to limit damage from incoming fire while limiting restriction to wearer movement.)&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
Special Forces Wing Exeutive Officer, Alliengence Battlegroup&lt;br /&gt;
Rightious Indignation Division Second Officer&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21680</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21680"/>
		<updated>2010-11-12T00:08:21Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* Mission Load-out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government burecrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Nicolai has a strong sense of duty, unwilling to give up on anything if it&#039;s worth pursing. This, however, makes him stubborn, to a degree, but he is not too proud to back down if he&#039;s wrong or unwilling to ask questions if things seem unclear to him. While he prefers to fly starfighters, he willingly joined units focused on ground combat operations, and accepts that he is new to his line of work.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
Note: Not a perminant loadout, just the &amp;quot;ideal&amp;quot; setup, as Nicolai is willing to adjust his weapons to fit mission parameters.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
-BlasTech DL-44 Heavy Blaster Pistol (Worn on left thigh tacical holster. Personal weapon used as sidearm since time spent in CorSec TacRes)&lt;br /&gt;
-BlasTech DL-30 Compact Blaster Pistol (Worn either under plain-clothes with left-handed cross-draw shoulder holster or left-handed cross-draw chest holster on mission gear.)&lt;br /&gt;
-MerrSonn M-434 &amp;quot;DeathSledge&amp;quot; Blaster Rifle with underslung Viper Grenade Launcher (Heavy combat rifle with attached grenade launcher. Grenade rounds vary based on mission profile.)&lt;br /&gt;
-BlasTech E-14 Carbine (Compact carbine for use as secondary weapon with &amp;quot;DeathSledge&amp;quot; or as primary weapon in close-quarters situations.)&lt;br /&gt;
-Variable types of grenades (Include but not limited to: Fragmentation, Concussion, Flashbang, Ion, Proton. Again, mission profile dictates type used.)&lt;br /&gt;
&lt;br /&gt;
Body Armor:&lt;br /&gt;
-Reinforced Combat Jumpsuit (Standard combat jumpsuit body armor reinforced with light plastisteel plates in non-moving areas such as chest and thigh to limit damage from incoming fire while limiting restriction to wearer movement.)&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21679</id>
		<title>Nicolai Ginofev</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Nicolai_Ginofev&amp;diff=21679"/>
		<updated>2010-11-11T23:54:53Z</updated>

		<summary type="html">&lt;p&gt;Nicolai Ginovef: /* The Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
{{New Republic character infobox|&lt;br /&gt;
|name=Nicolai Ginofev&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (25 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.85 metres (6&#039;1&amp;quot;)&lt;br /&gt;
|weight=79 kilograms (175lb)&lt;br /&gt;
|hair=Blonde&lt;br /&gt;
|eyes=Green&lt;br /&gt;
|features=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=New Republic&lt;br /&gt;
|associations=&lt;br /&gt;
|ranks=&lt;br /&gt;
|titles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Character==&lt;br /&gt;
Born and raised on Corellia, his mother was an officer for Corellian Security while his father was a mid-level government burecrat. His childhood was fairly straightforward for a middle-class Corellian, living with his younger and older sisters. Initially had plans to join the Imperial Navy, but later ended up changing his mind and wanted to pursue a career with CorSec instead. This caused a rift between him and his father, but did not serve to deter Nicolai from joining CorSec and even entering with the elite Tactical Response division, entering as a pilot for their aviation section.&lt;br /&gt;
&lt;br /&gt;
He served five years in TacRes Aviation until being forced to leave with news of CorSec&#039;s dissolution into Public Security Service by the Dikat of Corellia. Nicolai spent a brief time as a test pilot for Corellian Engineering Corporation, but soon left the Corellia System altogether, dissatisfied with the pro-Imperial opinion. He applied for the New Republic Defense Force Academy instead, and came out a Second Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Nicolai has a strong sense of duty, unwilling to give up on anything if it&#039;s worth pursing. This, however, makes him stubborn, to a degree, but he is not too proud to back down if he&#039;s wrong or unwilling to ask questions if things seem unclear to him. While he prefers to fly starfighters, he willingly joined units focused on ground combat operations, and accepts that he is new to his line of work.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
==Mission Load-out==&lt;br /&gt;
===Class Three Data===&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Useful Information===&lt;br /&gt;
==RS Positions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Nicolai Ginovef</name></author>
	</entry>
</feed>