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	<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sconn</id>
	<title>Rebel Squadrons Wiki - User contributions [en]</title>
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	<updated>2026-05-21T01:31:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25053</id>
		<title>Scoring System</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25053"/>
		<updated>2014-08-23T01:59:24Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;All activities are subject to Diminishing Returns (DR) unless otherwise noted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Legacy Platforms (X-Wing, TIE Fighter, XvT, XWA): ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command:  Appropriate Game Platform TFL ⇒ Assistant Legacy Gaming Coordinator ⇒  Gaming Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*1 point per ‘current’ ITOD mission flown.&lt;br /&gt;
**The Legacy Platform Coordinator and TFLs determine and post the designated ITOD missions for each platform.&lt;br /&gt;
*1 point per narrative written.&lt;br /&gt;
*1 point per historical mission flown to a maximum of 10 historical missions per scoring session.&lt;br /&gt;
*1 point per multiplayer ‘standard’ match.&lt;br /&gt;
*1 point per every 30 minutes logged in a cooperative multiplayer environment, such as the RgF Zodiac Missions.&lt;br /&gt;
&lt;br /&gt;
== Modern Gaming Platforms: ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command: Appropriate Game Platform TFL ⇒ Modern Gaming Platform Coordinator ⇒ Operations Officer or RSXO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Warframe: ===&lt;br /&gt;
*1 point per every two (2) SURVIVAL matches.&lt;br /&gt;
**Survival matches lasting longer than 20 minutes should be reported as 1 standard match.&lt;br /&gt;
*1 point per every two (2) DEFENSE matches&lt;br /&gt;
**Defense matches lasting longer than 20 waves should be reported as 1 standard match.&lt;br /&gt;
*1 point per every INTERCEPTION match&lt;br /&gt;
*1 point for every two (2) match types not otherwise specified in this document.&lt;br /&gt;
&#039;&#039;&#039;Please submit two (2) matches and screenshots for each one (1) report filed on rebelsquadrons.org.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Star Conflict: ===&lt;br /&gt;
*1 point per every PvP match in which your team wins, and you score at least 1 kill.&lt;br /&gt;
**In order to submit a report for Star Conflict, visit the Multiplayer Hub (linked on the left column of the site), select &amp;quot;Matches&amp;quot; by the Star Conflict entry, and then &amp;quot;Report a match&amp;quot;. Select the number of RSers involved. If it was a solo mission, select &amp;quot;2&amp;quot;, and then select the option &amp;quot;None&amp;quot; for the second pilot. If 2 or more RS pilots participated, it may be necessary to take a second screenshot in order to include all pilots. Also, if usernames in Star Conflict are not the same as one&#039;s RS name, please make note of that in the Comments section of the report.&lt;br /&gt;
&lt;br /&gt;
=== Star Wars: The Old Republic ===&lt;br /&gt;
*Flashpoints: 2 points, per participating RS member, doubling for Hard and Nightmare mode flashpoints.  &lt;br /&gt;
**&#039;&#039;Screenshots must be submitted and include confirmation of final bosses’ defeat and all participating RSers.  Comments should include toon names and names of participating RSers.  Example:  If 2 RSers run Esseles together on new characters, they would both recieve 4 points.&#039;&#039;&lt;br /&gt;
*Heroics: 1 point per participating RS member, per heroic.&lt;br /&gt;
**&#039;&#039;Screenshots must include confirmation of final objective and all participating RSers.  Comments should include toon names and names of participating RSers.&#039;&#039;&lt;br /&gt;
*Questing Together:  1 point per 30 minutes of questing together.  Actual quests must be completed.&lt;br /&gt;
**&#039;&#039;The same player must submit screenshots at the beginning and the end of questing together, and beginning and ending screenshots must include all participating RSers.  Comments should include the toon names and RS names (nicknames are fine) of all participating RSers and should also list names of specific quests completed or deeds done. Please include the length of time you quested for. Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis. Character B leveled up from 37 to 39. Character A leveled up from 40 to 41&amp;quot;. Together we completed quests: The Final Countdown and also got the XYZ datacron on Belsavis.&amp;quot;&#039;&#039;&lt;br /&gt;
*Donating Credits to the Guild Bank:  1 point per 25000 credits.  &lt;br /&gt;
**This will be closely monitored by the Operations Officer as the intent is not to “buy” multiplayer points.  &lt;br /&gt;
&lt;br /&gt;
=== XWing Miniatures ===&lt;br /&gt;
*1 point per 30 minutes of a match.&lt;br /&gt;
**Screenshots should show the final kill orientation and comments section should include names of all participating RSers as well as the outcome of the match.&lt;br /&gt;
*&#039;&#039;Duration points can be awarded to a member who is not participating in the match as “watching credit”, if that member is actively participating while spectating.&#039;&#039;&lt;br /&gt;
**Example: Cody’s Rebel X-Wings vs. Sconn’s TIE Squad.  Victory goes to Cody with 3 kills over Sconn’s 2.&lt;br /&gt;
&lt;br /&gt;
=== Pazaak: ===&lt;br /&gt;
*1 point per every three (3) Pazaak matches.&lt;br /&gt;
**Screenshots of each match must be included.  Member names of each participating RS member must be included.&lt;br /&gt;
&lt;br /&gt;
== RPGs and Fiction: ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command:  Squadron CO, GM or SGM ⇒ RPG Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&lt;br /&gt;
Simming (d6):&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 point per every 30 minutes as a participating simmer.&lt;br /&gt;
*2 points per every 30 minutes as a Game Master (GM)&lt;br /&gt;
&lt;br /&gt;
=== Fantasy Flight Games SW RPG (FFG)===&lt;br /&gt;
*1 point per every 30 minutes as a participating gamer.&lt;br /&gt;
**2 points per every 30 minutes for the GM.&lt;br /&gt;
&lt;br /&gt;
=== Fiction Writing (Zealot Special Operations Division) ===&lt;br /&gt;
*5 points per week for ‘normal’ participation.&lt;br /&gt;
**&#039;&#039;Normal participation is assumed to be a minimum of 2 posts per week dependent on story constraints/factors.&lt;br /&gt;
Additional points may be awarded at the discretion of the RS Fiction Staff or upon recommendation from fellow writers for quality and/or quantity of posts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Activities: ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command:  Regular RS CoC ⇒ RSXO or RSOO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== RS Trivia ===&lt;br /&gt;
*Each correct answer is worth 1 point, scored as &amp;quot;other&amp;quot; in the SP scoring system.&lt;br /&gt;
&lt;br /&gt;
=== RS Assistance/Projects: ===&lt;br /&gt;
&#039;&#039;The RS Command/Executive Staff reserves the right to award bonus points with the blessing of the OO for activities including but not limited to:&#039;&#039;&lt;br /&gt;
*Assistance with IO projects&lt;br /&gt;
*Completion of RS projects&lt;br /&gt;
*Incentivizing new or underutilized activities&lt;br /&gt;
*Significant contributions to the RS Wiki or social media posts.&lt;br /&gt;
*Additional activities at the discretion of the awarding officer.&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25052</id>
		<title>Scoring System</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25052"/>
		<updated>2014-08-23T01:56:11Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;All activities are subject to Diminishing Returns (DR) unless otherwise noted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Legacy Platforms (X-Wing, TIE Fighter, XvT, XWA): ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command:  Appropriate Game Platform TFL ⇒ Assistant Legacy Gaming Coordinator ⇒  Gaming Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*1 point per ‘current’ ITOD mission flown.&lt;br /&gt;
**The Legacy Platform Coordinator and TFLs determine and post the designated ITOD missions for each platform.&lt;br /&gt;
*1 point per narrative written.&lt;br /&gt;
*1 point per historical mission flown to a maximum of 10 historical missions per scoring session.&lt;br /&gt;
*1 point per multiplayer ‘standard’ match.&lt;br /&gt;
*1 point per every 30 minutes logged in a cooperative multiplayer environment, such as the RgF Zodiac Missions.&lt;br /&gt;
&lt;br /&gt;
== Modern Gaming Platforms: ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command: Appropriate Game Platform TFL ⇒ Modern Gaming Platform Coordinator ⇒ Operations Officer or RSXO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Warframe: ===&lt;br /&gt;
*1 point per every two (2) SURVIVAL matches.&lt;br /&gt;
**Survival matches lasting longer than 20 minutes should be reported as 1 standard match.&lt;br /&gt;
*1 point per every two (2) DEFENSE matches&lt;br /&gt;
**Defense matches lasting longer than 20 waves should be reported as 1 standard match.&lt;br /&gt;
*1 point per every INTERCEPTION match&lt;br /&gt;
*1 point for every two (2) match types not otherwise specified in this document.&lt;br /&gt;
&#039;&#039;&#039;Please submit two (2) matches and screenshots for each one (1) report filed on rebelsquadrons.org.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Star Conflict: ===&lt;br /&gt;
*1 point per every PvP match in which your team wins, and you score at least 1 kill.&lt;br /&gt;
**In order to submit a report for Star Conflict, visit the Multiplayer Hub (linked on the left column of the site), select &amp;quot;Matches&amp;quot; by the Star Conflict entry, and then &amp;quot;Report a match&amp;quot;. Select the number of RSers involved. If it was a solo mission, select &amp;quot;2&amp;quot;, and then select the option &amp;quot;None&amp;quot; for the second pilot. If 2 or more RS pilots participated, it may be necessary to take a second screenshot in order to include all pilots. Also, if usernames in Star Conflict are not the same as one&#039;s RS name, please make note of that in the Comments section of the report.&lt;br /&gt;
&lt;br /&gt;
=== Star Wars: The Old Republic ===&lt;br /&gt;
*Flashpoints: 2 points, per participating RS member, doubling for Hard and Nightmare mode flashpoints.  &lt;br /&gt;
**&#039;&#039;Screenshots must be submitted and include confirmation of final bosses’ defeat and all participating RSers.  Comments should include toon names and names of participating RSers.  Example:  If 2 RSers run Esseles together on new characters, they would both recieve 4 points.&#039;&#039;&lt;br /&gt;
*Heroics: 1 point per participating RS member, per heroic.&lt;br /&gt;
**&#039;&#039;Screenshots must include confirmation of final objective and all participating RSers.  Comments should include toon names and names of participating RSers.&#039;&#039;&lt;br /&gt;
*Questing Together:  1 point per 30 minutes of questing together.  Actual quests must be completed.&lt;br /&gt;
**&#039;&#039;The same player must submit screenshots at the beginning and the end of questing together, and beginning and ending screenshots must include all participating RSers.  Comments should include the toon names and RS names (nicknames are fine) of all participating RSers and should also list names of specific quests completed or deeds done. Please include the length of time you quested for. Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis. Character B leveled up from 37 to 39. Character A leveled up from 40 to 41&amp;quot;. Together we completed quests: The Final Countdown and also got the XYZ datacron on Belsavis.&amp;quot;&#039;&#039;&lt;br /&gt;
*Donating Credits to the Guild Bank:  1 point per 25000 credits.  &lt;br /&gt;
**This will be closely monitored by the Operations Officer as the intent is not to “buy” multiplayer points.  &lt;br /&gt;
&lt;br /&gt;
=== XWing Miniatures ===&lt;br /&gt;
*1 point per 30 minutes of a match.&lt;br /&gt;
**Screenshots should show the final kill orientation and comments section should include names of all participating RSers as well as the outcome of the match.&lt;br /&gt;
*&#039;&#039;Duration points can be awarded to a member who is not participating in the match as “watching credit”, if that member is actively participating while spectating.&#039;&#039;&lt;br /&gt;
**Example: Cody’s Rebel X-Wings vs. Sconn’s TIE Squad.  Victory goes to Cody with 3 kills over Sconn’s 2.&lt;br /&gt;
&lt;br /&gt;
=== Pazaak: ===&lt;br /&gt;
*1 point per every three (3) Pazaak matches.&lt;br /&gt;
**Screenshots of each match must be included.  Member names of each participating RS member must be included.&lt;br /&gt;
&lt;br /&gt;
RPGs and Fiction:&lt;br /&gt;
Chain of Command:  Squadron CO, GM or SGM ⇒ RPG Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&lt;br /&gt;
Simming (d6):&lt;br /&gt;
1 point per every 30 minutes as a participating simmer.&lt;br /&gt;
2 points per every 30 minutes as a Game Master (GM)&lt;br /&gt;
Fantasy Flight Games SW RPG (FFG)&lt;br /&gt;
1 point per every 30 minutes as a participating gamer.&lt;br /&gt;
2 points per every 30 minutes for the GM.&lt;br /&gt;
Fiction Writing (Zealot Special Operations Division)&lt;br /&gt;
5 points per week for ‘normal’ participation.&lt;br /&gt;
Normal participation is assumed to be a minimum of 2 posts per week dependent on story constraints/factors.&lt;br /&gt;
Additional points may be awarded at the discretion of the RS Fiction Staff or upon recommendation from fellow writers for quality and/or quantity of posts.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous Activities:&lt;br /&gt;
Chain of Command:  Regular RS CoC ⇒ RSXO or RSOO as appropriate.&lt;br /&gt;
&lt;br /&gt;
RS Assistance/Projects:&lt;br /&gt;
The RS Command/Executive Staff reserves the right to award bonus points with the blessing of the OO for activities including but not limited to:&lt;br /&gt;
Assistance with IO projects&lt;br /&gt;
Completion of RS projects&lt;br /&gt;
Incentivizing new or underutilized activities&lt;br /&gt;
Significant contributions to the RS Wiki or social media posts.&lt;br /&gt;
Additional activities at the discretion of the awarding officer.&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25051</id>
		<title>Scoring System</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Scoring_System&amp;diff=25051"/>
		<updated>2014-08-23T01:49:06Z</updated>

		<summary type="html">&lt;p&gt;Sconn: Created page with &amp;quot;&amp;#039;&amp;#039;All activities are subject to Diminishing Returns (DR) unless otherwise noted.&amp;#039;&amp;#039;  == Legacy Platforms (X-Wing, TIE Fighter, XvT, XWA): == &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Chain of Command:  Appropriate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;All activities are subject to Diminishing Returns (DR) unless otherwise noted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Legacy Platforms (X-Wing, TIE Fighter, XvT, XWA): ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Chain of Command:  Appropriate Game Platform TFL ⇒ Assistant Legacy Gaming Coordinator ⇒  Gaming Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*1 point per ‘current’ ITOD mission flown.&lt;br /&gt;
**The Legacy Platform Coordinator and TFLs determine and post the designated ITOD missions for each platform.&lt;br /&gt;
*1 point per narrative written.&lt;br /&gt;
*1 point per historical mission flown to a maximum of 10 historical missions per scoring session.&lt;br /&gt;
*1 point per multiplayer ‘standard’ match.&lt;br /&gt;
*1 point per every 30 minutes logged in a cooperative multiplayer environment, such as the RgF Zodiac Missions.&lt;br /&gt;
&lt;br /&gt;
Modern Gaming Platforms (broken out below):&lt;br /&gt;
Chain of Command: Appropriate Game Platform TFL ⇒ Modern Gaming Platform Coordinator ⇒ Operations Officer or RSXO as appropriate.&lt;br /&gt;
Warframe:&lt;br /&gt;
1 point per every two (2) SURVIVAL matches.&lt;br /&gt;
Survival matches lasting longer than 20 minutes should be reported as 1 standard match.&lt;br /&gt;
1 point per every two (2) DEFENSE matches&lt;br /&gt;
Defense matches lasting longer than 20 waves should be reported as 1 standard match.&lt;br /&gt;
1 point per every INTERCEPTION match&lt;br /&gt;
1 point for every two (2) match types not otherwise specified in this document.&lt;br /&gt;
Please submit two (2) matches and screenshots for each one (1) report filed on rebelsquadrons.org.&lt;br /&gt;
Star Conflict:&lt;br /&gt;
1 point per every PvP match in which your team wins, and you score at least 1 kill.&lt;br /&gt;
In order to submit a report for Star Conflict, visit the Multiplayer Hub (linked on the left column of the site), select &amp;quot;Matches&amp;quot; by the Star Conflict entry, and then &amp;quot;Report a match&amp;quot;. Select the number of RSers involved. If it was a solo mission, select &amp;quot;2&amp;quot;, and then select the option &amp;quot;None&amp;quot; for the second pilot. If 2 or more RS pilots participated, it may be necessary to take a second screenshot in order to include all pilots. Also, if usernames in Star Conflict are not the same as one&#039;s RS name, please make note of that in the Comments section of the report.&lt;br /&gt;
&lt;br /&gt;
Star Wars: The Old Republic&lt;br /&gt;
Flashpoints: 2 points, per participating RS member, doubling for Hard and Nightmare mode flashpoints.  &lt;br /&gt;
Screenshots must be submitted and include confirmation of final bosses’ defeat and all participating RSers.&lt;br /&gt;
Comments should include toon names and names of participating RSers.  &lt;br /&gt;
Example:  If 2 RSers run Esseles together on new characters, they would both recieve 4 points.&lt;br /&gt;
Heroics: 1 point per participating RS member, per heroic.&lt;br /&gt;
Screenshots must include confirmation of final objective and all participating RSers.&lt;br /&gt;
Comments should include toon names and names of participating RSers.&lt;br /&gt;
Questing Together:  1 point per 30 minutes of questing together.  Actual quests must be completed.&lt;br /&gt;
The same player must submit screenshots at the beginning and the end of questing together, and beginning and ending screenshots must include all participating RSers.&lt;br /&gt;
Comments should include the toon names and RS names (nicknames are fine) of all participating RSers and should also list names of specific quests completed or deeds done. Please include the length of time you quested for. Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis. Character B leveled up from 37 to 39. Character A leveled up from 40 to 41&amp;quot;. Together we completed quests: The Final Countdown and also got the XYZ datacron on Belsavis.&amp;quot;&lt;br /&gt;
Donating Credits to the Guild Bank:  1 point per 25000 credits.  &lt;br /&gt;
This will be closely monitored by the Operations Officer as the intent is not to “buy” multiplayer points.  &lt;br /&gt;
X-Wing Miniatures:&lt;br /&gt;
1 point per 30 minutes of a match.&lt;br /&gt;
Screenshots should show the final kill orientation and comments section should include names of all participating RSers as well as the outcome of the match.&lt;br /&gt;
Duration points can be awarded to a member who is not participating in the match as “watching credit”, if that member is actively participating while spectating..&lt;br /&gt;
Example: Cody’s Rebel X-Wings vs. Sconn’s TIE Squad.  Victory goes to Cody with 3 kills over Sconn’s 2.&lt;br /&gt;
Pazaak:&lt;br /&gt;
1 point per every three (3) Pazaak matches.&lt;br /&gt;
Screenshots of each match must be included.  Member names of each participating RS member must be included.&lt;br /&gt;
&lt;br /&gt;
RPGs and Fiction:&lt;br /&gt;
Chain of Command:  Squadron CO, GM or SGM ⇒ RPG Platform Coordinator ⇒  Operations Officer or RSXO as appropriate.&lt;br /&gt;
Simming (d6):&lt;br /&gt;
1 point per every 30 minutes as a participating simmer.&lt;br /&gt;
2 points per every 30 minutes as a Game Master (GM)&lt;br /&gt;
Fantasy Flight Games SW RPG (FFG)&lt;br /&gt;
1 point per every 30 minutes as a participating gamer.&lt;br /&gt;
2 points per every 30 minutes for the GM.&lt;br /&gt;
Fiction Writing (Zealot Special Operations Division)&lt;br /&gt;
5 points per week for ‘normal’ participation.&lt;br /&gt;
Normal participation is assumed to be a minimum of 2 posts per week dependent on story constraints/factors.&lt;br /&gt;
Additional points may be awarded at the discretion of the RS Fiction Staff or upon recommendation from fellow writers for quality and/or quantity of posts.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous Activities:&lt;br /&gt;
Chain of Command:  Regular RS CoC ⇒ RSXO or RSOO as appropriate.&lt;br /&gt;
&lt;br /&gt;
RS Assistance/Projects:&lt;br /&gt;
The RS Command/Executive Staff reserves the right to award bonus points with the blessing of the OO for activities including but not limited to:&lt;br /&gt;
Assistance with IO projects&lt;br /&gt;
Completion of RS projects&lt;br /&gt;
Incentivizing new or underutilized activities&lt;br /&gt;
Significant contributions to the RS Wiki or social media posts.&lt;br /&gt;
Additional activities at the discretion of the awarding officer.&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Sienn_Sconn&amp;diff=25045</id>
		<title>Sienn Sconn</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Sienn_Sconn&amp;diff=25045"/>
		<updated>2014-08-01T22:42:53Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|hc|pbf|vsg|rgf|abg}}&lt;br /&gt;
{{Member infobox|&lt;br /&gt;
|name=Sienn Sconn&lt;br /&gt;
|image=&lt;br /&gt;
|callsign=Morningstar&lt;br /&gt;
|fullname=Sienn &amp;quot;The Rot&amp;quot; Sconn&lt;br /&gt;
|aka=Am Sconn&lt;br /&gt;
|rank=[[Admiral]]&lt;br /&gt;
|join=April, 2000&lt;br /&gt;
|currentstatus=Active&lt;br /&gt;
|currentstation=ISD [[Redemption (ISD)|Redemption]]&lt;br /&gt;
|currentoffice=&lt;br /&gt;
|currentcmd=* [[Allegiance Battle Group]] XO&lt;br /&gt;
* [[Rebel Squadrons]] XO&lt;br /&gt;
* Command staff XO&lt;br /&gt;
* [[Jedi Praxeum Wing]] XO&lt;br /&gt;
* ABG [[Academy]] XO&lt;br /&gt;
* [[Executive Offices|Executive Staff]] XO&lt;br /&gt;
* [[High Command]] XO&lt;br /&gt;
* GM Schooling CO&lt;br /&gt;
* [[Scythe]] XO&lt;br /&gt;
* [[Sense]] CO&lt;br /&gt;
* [[Task Force Command]] XO&lt;br /&gt;
* Training Squad 1 CO&lt;br /&gt;
* Training Squad 3 CO&lt;br /&gt;
|currentpos=&lt;br /&gt;
|pastpos=&lt;br /&gt;
* [[Allegiance Battle Group]] Fleet Commanding Officer, Fleet Executive Officer, Wing Commanding Officer, Wing Executive Officer&lt;br /&gt;
* [[Renegade Fleet]] Commanding Officer, Executive Officer, Second Officer&lt;br /&gt;
* [[Redemption Fleet]] Commanding Officer&lt;br /&gt;
|recruit=&lt;br /&gt;
|era=&lt;br /&gt;
|homeworld=Corulag&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|age=41&lt;br /&gt;
|height=&lt;br /&gt;
|weight=&lt;br /&gt;
|hair=&lt;br /&gt;
|eyes=&lt;br /&gt;
|features=&lt;br /&gt;
|namerl=&lt;br /&gt;
|genderrl= Male&lt;br /&gt;
|location=Green Bay, WI&lt;br /&gt;
|agerl=29&lt;br /&gt;
|occupation=Sales&lt;br /&gt;
}}&lt;br /&gt;
Admiral &#039;&#039;&#039;Sienn Sconn&#039;&#039;&#039; (&amp;quot;The Rot&amp;quot;), [[Red Dragon Squadron|Red Dragon 4]], is the current [[Rebel Squadrons Executive Officer]].  He joined the Rebel Squadrons in April 2000; in his career, he has been a member of every RS fleet, starting with his first tour of duty as a member of the now defunct [[Jade Squadron]] in the [[Valor Wing]] of the [[Patriot Battle Fleet]].  He participated rather poorly in the first [[Outer Rim War]], playing JK mostly.  While serving as [[RgF]] SO, he paired with [[Gavin Cantorph Kravis]], then RgF CO, to fly in [[Week of War|WoW]] competitions, once going 40-15 in the January 2003 competition.  He recently returned to the command staff of the [[Allegiance Battle Group]], serving as XO to [[Michael Raven]].  He was appointed the fifteenth [[RSFC]] on January 16, 2009, and left office on September 8, 2009.&lt;br /&gt;
&lt;br /&gt;
==Identification==&lt;br /&gt;
&lt;br /&gt;
* Current rank: [[Admiral]], ABG - Centurion&lt;br /&gt;
* Position: [[Allegiance Battle Group]] Executive Officer, [[Rebel Squadrons]] Executive Officer, &#039;&#039;&#039;Command Staff&#039;&#039;&#039; Executive Officer, [[Jedi Praxeum Wing]] Executive Officer, &#039;&#039;&#039;ABG&#039;&#039;&#039; [[Academy]] Executive Officer, [[Executive Offices|Executive Staff]] Executive Officer, [[High Command]] Executive Officer, &#039;&#039;&#039;GM Schooling&#039;&#039;&#039; Commanding Officer, [[Scythe]] Executive Officer, [[Sense]] Commanding Officer, [[Task Force Command]] Executive Officer, &#039;&#039;&#039;Training Squad 1&#039;&#039;&#039; Commanding Officer, &#039;&#039;&#039;Training Squad 3&#039;&#039;&#039; Commanding Officer&lt;br /&gt;
* Medals: [[Medals|Combat Medal]], [[Medals|Excellency of Duty]], [[Medals|Unit Commander&#039;s Commendation]], [[Medals|Subterrel Campaign Medal]], [[Medals|Binaural Campaign Medal]], [[Medals|Cadrel Campaign Medal]], [[Medals|New Republic Medal of Honor]] (x2), [[Medals|Alliance Dagger]], [[Medals|Dauntless Combat Citation]] (x4), [[Medals|Valiance Combat Citation]] (x6), [[Medals|Operational Development Pin]], [[Medals|Distinguished Service Cross]], [[Medals|Kessel Cup]], [[Medals|Dagger of Courage]], [[Medals|Merit Commendation]] (x5), [[Medals|10-Year Service Medal]], [[Medals|Unit Commendation]] (&#039;&#039;Note: Only the RS-Wide Medals are listed, out of the total 80&#039;&#039;)&lt;br /&gt;
* Starfighter: X-Wing - &#039;&#039;Ghost Two&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Legend of Sconn ==&lt;br /&gt;
Sconn has become somewhat of a legend in his own right, with rumors circulating throughout the RS of his omniscience and omnipotence, particularly in the realms of drug use, drinking and sexual promiscuity.  Much of this comes from his ABG character&#039;s trademark line, &amp;quot;[[Am Sconn]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;No biography available at this time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Internal Links==&lt;br /&gt;
* [[Sienn Sconn (ABG)]] - character information&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.rebelsquadrons.org/profiles/36 Profile]&lt;br /&gt;
* [http://abg.rebelsquadrons.org/chars/profile?id=166 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25044</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=25044"/>
		<updated>2014-08-01T22:36:19Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &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://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;
&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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25043</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=25043"/>
		<updated>2014-08-01T22:35:13Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* 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;
==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://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;
&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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=25042</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=25042"/>
		<updated>2014-08-01T22:34:38Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &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 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://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;
&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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Darik_Klivan&amp;diff=25041</id>
		<title>Darik Klivan</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Darik_Klivan&amp;diff=25041"/>
		<updated>2014-08-01T22:21:38Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{New Republic character infobox|&lt;br /&gt;
|name=Darik &amp;quot;Deuce&amp;quot; Klivan&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= 12:02:27 (34 Years Old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.88 metres&lt;br /&gt;
|weight=77 kilograms&lt;br /&gt;
|hair=Black&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;
:&#039;&#039;OOC note: This character is played by [[Sienn Sconn]].&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;NRI Dossier #6338247113  Darik &amp;quot;Deuce&amp;quot; Klivan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NRI Status&#039;&#039;&#039;:  Retainer agent (plea bargain; on retainer with NRI in exchange for removal of certain outstanding warrants)&lt;br /&gt;
&lt;br /&gt;
==NRI Background information==&lt;br /&gt;
(required reading for all agents coming in contact with aforementioned)&lt;br /&gt;
&lt;br /&gt;
Not to be confused with famed Rogue Squadron pilot Derek &amp;quot;Hobbie&amp;quot; Klivian.  Klivan is to be considered armed and extremely dangerous.  He is marksman rated with any number of pistols and laser weapons, and favors the BlasTech DL-18 pistol, which he generally keeps in a shoulder holster under his right arm.  On his right hip he generally wears a BlasTech DL-44, New Republic issue.  Klivan is a formidable melee combat opponent, and his New Republic service records include a combat instructor rating, the position he doubled in during his time with Silver Squadron.  Klivan is an ace pilot and checks out to fly any number of Imperial and Rebel craft, as well as several civilian freighters and transports.  His last known IFF profile reads to be the YT-2400 &#039;&#039;Mistress of Coins&#039;&#039;.  Darik Klivan is a notorious drunkard, smuggler and thief. Only agents who have received written permission from their regional director should attempt to approach Klivan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum, Gen. Airen Cracken&#039;&#039;&#039;:  Klivan is believed by reliable sources to have possible latent Jedi abilities.  This is yet unconfirmed as he refuses to submit to a test.  However, observation shows that he may or may not have telekinetic abilities, some precognitive abilities, and NRI is fairly certain he can instinctively astronavigate, though we are unsure whether or not his is from his experience in space travel or an actual Jedi talent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum, Gen. Crix Madine&#039;&#039;&#039;:  I served with Klivan under the Emperor.  He is an extremely formidable ground opponent who easily qualified to serve in my Storm Commandos.  He is a three time Imperial TIE Corps hand-to-hand champion in his weight class and twice the New Republic Starfighter Corps champion.  In an attempt to apprehend, it is recommended that at least two full teams of agents approach him, with a third team held back in contingency.  This may seem like a waste of manpower, but Iâ€™ve personally witnessed a thoroughly drunk Klivan fight his way through three full teams of Imperial stormtroopers, unarmed, when they tried to take him to the brig of the ISD &#039;&#039;Relentless&#039;&#039;.  The only reason that he finally WAS apprehended was because he stopped to vomit and was knocked unconscious by the butt of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Service Record==&lt;br /&gt;
*Graduated, Imperial TIE academy, Corellia.  &lt;br /&gt;
*Assigned to Tempest Squadron, ISD &#039;&#039;Relentless&#039;&#039;, commissioned to Second Lieutenant&lt;br /&gt;
*Earned Corellian Bloodstripes while in Imperial Service.&lt;br /&gt;
*Imperial Record shows multiple citations for bravery cancelled out by multiple reprimands for drunk and disorderly conduct&lt;br /&gt;
*Imperial Service Medals include Hero of the Empire and full combat and training certificates.  NRI statistic: roughly 9% of Imperial pilots achieve full certificates in both combat and flight.  Current holders in New Republic service include the late Biggs Darklighter and Soontir Fel.  Several members of the Rebel Squadrons have this combat rating including Richard Gross, Sienn Sconn and Tyrell Borran.&lt;br /&gt;
*Transferred to Black Hand Squadron, ISD &#039;&#039;Relentless&#039;&#039;, following decommissioning of Tempest Squadron after the Battle of Ottega.&lt;br /&gt;
*Went AWOL from Imperial service sometime just after Battle of Hoth.&lt;br /&gt;
*Joined and performed several missions on retainer with the Fourth Special Services Division of Kaerionâ€™s Kestrels.&lt;br /&gt;
*Resurfaced, enlisted with New Republic Starfighter Corps, approximately 2 weeks prior to the Battle of Endor. &lt;br /&gt;
*Graduated, New Republic Starfighter Academy, commissioned to Flight Officer&lt;br /&gt;
*Assigned to Red Squadron to replace losses at Endor&lt;br /&gt;
*Served, Bakura.  Awarded the Kalidor Crescent for his performance at Bakura, promoted to Lieutenant.&lt;br /&gt;
*Service Reprimand: drunken brawl with members of Gold Squadron during post-Bakura festivities.  8 members of Gold Squadron hospitalized including Goldâ€™s CO and XO.  From reports, Klivan took on the majority of the hospitalized pilots by himself after remarkable provocation from members of Gold Squadron.  No further punishment recommended.&lt;br /&gt;
*Transferred to Silver Squadron following Bakura&lt;br /&gt;
*Service Citation: Extreme foresight in the heat of battle serving in the Outer Rim on counter-insurgency and anti-smuggling operations.&lt;br /&gt;
*Assigned as Silver XO.  &lt;br /&gt;
*Service Citation:  Valorous conduct during a mission went awry:  followed two damaged pilots to the ground and personally assured their safety, saving the lives of Flight Officers Karandan and Sergo, both Silver Squadron pilots.&lt;br /&gt;
*Offered Blade Squadron CO position&lt;br /&gt;
*Accepts Blade CO, transferred.&lt;br /&gt;
*Promoted to Brevet Captain&lt;br /&gt;
*Blade Squadron receives unit commendation for outstanding valor.&lt;br /&gt;
*Court-Martial:  Klivan is brought up on charges of rape and murder when the body of Linn Leiv, his Sullustian XO is found hidden in Bladeâ€™s hangar bay.  DNA evidence exonerates Klivan but the taint on his record causes him to accept a discharge.&lt;br /&gt;
*Klivan turns to a life of smuggling (See [[Darik Klivan#Outstanding Warrants|outstanding warrants]] below)&lt;br /&gt;
*Klivan is captured when he checks into a Bakuran hospital to be treated for severe internal injuries sustained during a smuggling operation gone wrong near Bakura.  A Huttese crime syndicate came to collect money that Klivan didnâ€™t have and after they beat him within an inch of his life, he managed to creep to his ship and get treatment.&lt;br /&gt;
&lt;br /&gt;
==Outstanding Warrants==&lt;br /&gt;
*Drunk and Disorderly conduct (multiple counts in several different systems)&lt;br /&gt;
*Possession of illegal contraband (multiple counts)&lt;br /&gt;
*Transportation of illegal contraband (multiple counts)&lt;br /&gt;
*Wanted for questioning or arrest in 37 shootings, mostly self defense.&lt;br /&gt;
*Possession of military-grade hardware (multiple counts)&lt;br /&gt;
*Resisting arrest (multiple counts)&lt;br /&gt;
*Assault (multiple counts of varying degrees)&lt;br /&gt;
*Lewd and Lascivious activity (multiple counts, Corellia)&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25040</id>
		<title>Zealot Special Operations</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25040"/>
		<updated>2014-08-01T22:10:37Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Tour 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|rf}}&lt;br /&gt;
{{Organization infobox|&lt;br /&gt;
|image=&lt;br /&gt;
|name=Zealot Special Operations&lt;br /&gt;
|founder=[[Cody Qel-Droma]]&lt;br /&gt;
|leader=*VA [[Cody Qel-Droma]]&lt;br /&gt;
*FA [[Kaz Falcion]]&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=&lt;br /&gt;
|founded=17 April 2007&lt;br /&gt;
|reorganized=&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=5 May 2011&lt;br /&gt;
|restored=&lt;br /&gt;
|assigned=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|unit=[[Redemption Fleet]]&lt;br /&gt;
|subunits=&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;Zealot Special Operations Unit&#039;&#039;&#039; was a wing in [[Redemption Fleet]] that is the home of fiction writing in the era of the RS-wide storyline.  Fictionally, Zealot is attached to the Frigate &#039;&#039;[[Unforgiven]]&#039;&#039; in the [[Subterrel Strike Force]].  Zealot is a multi-purpose special ops unit, similar to the Wraith Squadron of X-Wing book fame.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Current Members: &lt;br /&gt;
[[Cody Qel-Droma]], [[Kaz Falcion]], [[Sarriah James]], [[Scott Jensen]], [[Darik Klivan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
1 - First and foremost, you are not a Jedi.  You aren&#039;t a Padawan, you aren&#039;t even a Jedi&#039;s dry cleaner or a guy who lives down the block from a Jedi.  What we mean by this is that in the RS&#039; timeline, the number of total Jedi in the galaxy can still be counted on your fingers and toes.  Fictionally it doesn&#039;t make sense, and Jedi would never do the kind of things we do.&lt;br /&gt;
&lt;br /&gt;
2 - You&#039;re not a god or a superhero.  The members of Zealot are for the most part human, with all of the vulnerabilities and frailties that encompasses.  You CAN be injured, maimed or even killed in the course of any given mission, so please try to keep this in mind as you write your way through them.  If you try to singlehandedly kill a Rancor with your bootlaces or leap onto the back of a speeding X-Wing, chances are we&#039;re just going to write a letter to your next of kin informing them that you&#039;ve died of stupidity.  We pull off some crazy stunts from time to time, but in a fictional sense they&#039;re all being pulled off by people with an extreme amount of experience in crazy stunts, and we do police each other to keep things realistic.  So if you have a question about a particular action or aren&#039;t sure if something&#039;s going to be realistic enough, feel free to ask [[Kaz]], [[Cody]] or any of the other longtime members.&lt;br /&gt;
&lt;br /&gt;
3 - Our unit will be tasked with a certain objective at the beginning of each new assignment. While there&#039;s an overall goal and story arc in mind at the onset of these missions, the actually progress and conclusion of the mission is entirely up to the Zealot members themselves.  Tasked with storming a Star Destroyer but you&#039;d rather drink beer and watch tv in the squad breakroom?  You&#039;re more than welcome to do that or anything else you feel like within the bounds of reality for the duration of the mission.  Keep in mind though, your actions have consequences on the outcome of the mission, other characters and your &amp;quot;career&amp;quot; as it were. Go AWOL and you&#039;re going to be called on it, fly off by yourself and you might get left behind.  You&#039;re free to accomplish the mission as you see fit, but remember reality is key in Zealot.&lt;br /&gt;
&lt;br /&gt;
4 - ?&lt;br /&gt;
&lt;br /&gt;
5 - You are allowed one character to begin with. If you prove to be active, skilled writer and want to introduce an NPC to the team, feel free to talk to the Zealot Command Staff.  More characters always make things interesting but we want to make sure you&#039;re going to have time to post with them all and maintain some good quality.&lt;br /&gt;
&lt;br /&gt;
6 - Respect other characters. We&#039;re a team, and teamwork requires cooperation. For Zealot, that can mean writing another character into your post or working on a joint-post together with another member.  Regardless of how you go about it, please keep in mind the personality and abilities of the character you&#039;re depicting.  Kaz isn&#039;t going to go with you to the movies or do magic tricks to cheer you up.  Most of the tone and personality of the various Zealots can be gleaned from previous posts, but when in doubt feel free to approach the owner of whatever character you&#039;re interested in using for some tips or even help writing your post. &lt;br /&gt;
&lt;br /&gt;
7 - Familiarize yourself with Zealot&#039;s history and surroundings.  Most of this information can be obtained by going over past missions, and over time summaries of the missions as well as other pertinent information will be added to the wiki&#039;s [[Zealot]] page as well.  Again as with anything else, if you&#039;re in doubt just ask.&lt;br /&gt;
&lt;br /&gt;
8 - Keep in mind the words Special Operations appear after Zealot for a reason.  Our missions involve space combat, urban warfare, stealth and infiltration and more often than not gleeful wanton destruction.  We do it all, so be prepared for things to change and change in a hurry.  If you like variety in your fiction writing we&#039;re sure to keep you happy.&lt;br /&gt;
&lt;br /&gt;
9 - If you want to play the part of a character that might be considered outside the normal human military type, please get in touch with someone from the command staff. Other races are generally cool, but do keep in mind it&#039;s not going to be easy to blend in and be stealthy if you&#039;re a Trandoshan karate master or the tallest three armed Rodian in the galaxy.&lt;br /&gt;
&lt;br /&gt;
10 - Zealot is, like an original series on FX, intended for mature audiences only.  While things don&#039;t typically get too out of hand, if you&#039;re uncomfortable with scenes of gratuitous violence or occasional swearing, Zealot&#039;s probably not for you.  Our intent is to depict &amp;quot;real&amp;quot; life in a special operations military unit, which as can be expected isn&#039;t always very pretty.&lt;br /&gt;
&lt;br /&gt;
==Initial Background Context Briefing==&lt;br /&gt;
Extract from context briefing presented by General [[Vaughan]] via HoloNet on 44:4:14 to members of the newly activated Zealot Unit, onboard the [[Frigate]] &#039;&#039;[[Unforgiven]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I guess I&#039;d best start with an introduction. I am General David Vaughan, the Logistics Officer of Task Force Republic Shield. My job is to make sure that the entire task force, from the central territories of the Greeop Sector through to expeditionary forces such as yourself in the Subterrel Strike Force are as well-supplied as physically possible. I must extend my thanks to those of you who helped distract enemy forces during the most recent convoy shipment to your region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Unfortunately another Imperial force ambushed the convoy near the sector border before it arrived in the Fersto system, so not all of the supplies made it, but if you hadn&#039;t helped [[Vigilance Starfighter Group]] forces in distracting that patrol force, then, well . . . the entire convoy would have certainly been lost. As it is, your efforts ensured that the most crucial of the supplies arrived safely. But enough of that for now; I&#039;m sure you&#039;ve been thoroughly debriefed about that mission by your unit commander. As I was saying, I am the Logistics Officer for the RS, so if you have any specific equipment needs, please provide them to Commander Ocopaqui for her to pass on to me.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However I am also in charge of managing many other types of strategic and tactical data, which is why I&#039;m speaking with you today. Right now my job is to help bring you up to speed on events that have been happening recently. It is important to make sure you are all informed because these events are what has caused this unit&#039;s creation, and is the reason why so many of you have been reactivated from retirement, or transferred from other units. Those of you who have transferred from other units in the task force will be already acquainted with this information, so this is mostly directed at those of you who are new to the Republic Shield.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Many of you fought in the time of the Rebellion, and not all of you have flown under the colours of the New Republic; other than the hit-and-fade mission you undertook a few days ago, of course. While the services of the Alliance veterans among you were crucial during some of the darkest times of the galaxy, you are needed again to help drive the remnants of the Empire to oblivion.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You might still be wondering why you have been activated for duty and placed in this unit, and I&#039;ll get to that shortly. I understand that there seems to be a consensus that the Galactic Civil War is over. Some people classify it as ending with the Emperor&#039;s death, or the formation of the New Republic, or even the capitulation of Coruscant to the New Republic. These notions seem to be carried by civilians to make themselves feel more secure, or politicians to help gain supporters, but I have heard this idea being propagated by members of the New Republic Defence Force, too. In short, anyone who believes the civil war to be over is wrong.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
For any of us fighting the remnants of the Empire out on the fringes, it is only all too apparent that the war is not over. The galactic situation might not be as dire as it was during the time of the Rebellion, but if we falter in our duty to crush the remains of the Imperial forces then the Empire will surely re-establish itself. Many of you have probably heard the rumours of a new Imperial commander rallying the warlords and remnants of the fragmented Imperial military into a more serious threat; into something that has more of a chance of standing against the New Republic. These rumours can be considered confirmed, especially with the loss of an entire New Republic task group of four Assault Frigates and three wings of X-wings to a lone Star Destroyer near Obroa-skai a few weeks ago. The Emperor is dead, and Coruscant is ours, but the Empire is still a grave concern.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As of two months ago our task force suffered the worst attack in its history. A massive Imperial fleet entered the Greeop Sector and laid waste to the RS capital of Blerthmore, ruining the surface command centre, devastating our primary shipyards, and decimating our operational fleet. Over forty thousand New Republic personnel lost their lives in this attack. They gave their lives to ensure that the Imperial force was repulsed, and to ensure that we did not yield our territory to Imperial tyranny.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
In direct response to this attack, most of the task force has been consolidated into the Subterrel Strike Force, and in the past month Admiral Raven has led the strike force from RS territory to the Subterrel Sector, and battled the Imperial forces holding the region. However the situation has revealed itself to be . . . a little more complicated than anticipated.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Four years ago, almost to the day, Task Force Republic Shield was established here in the Outer Rim, charged with the duty of keeping the Imperial forces of the region in check and preventing them from advancing along the trade routes and striking at more populous New Republic worlds. And during this time we have done so successfully, halting Imperial advances through the Minos Cluster and Cadrel Expanse, and even driving them back from their forward bases in the Binaural Sector to the point where they were mostly contained in the Aurora Sector.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However it seems we have not been fighting a wholly unified foe. As far as Intel can determine, the Imperial forces in the region have suffered a major split at some point in the last year or so. Why? We have no idea, and isn&#039;t really as important as the tactical advantage it gives us. All we really know is that Imperial forces are concentrated in this region of space, and are being torn apart by internal strife. Even if they hadn&#039;t brought us into this conflict with the bloody assault on Blerthmore, it would be in our best interests to hit them while they&#039;re divided. And divided they are: there are two Imperial fleets in the sector, and they fight each other with as much ferocity as they do us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now, we don&#039;t know what the Imperial battle groups are so fanatically fighting over out here. The Subterrel Sector is not exactly a treasure trove, or location of any particular strategic value. In fact, all that seems to be of interest in this sector are archeological digs on Polis Massa and mining ventures on Subterrel; neither of which the Imperial forces seem particularly interested in. This sector is mostly uninhabited by spacefaring civilisation, and the few populated worlds are being largely ignored by the Imperial invasion forces. It is possible that this location itself is incidental, and these two Imperial groups are only interesting in wiping each other out. We don&#039;t really know; Intel have been working extensively to determine what is going on out here and don&#039;t seem to really have a clue.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
All we really know is that to achieve our prime directives of keeping the Imperial forces out here on the Rim occupied, and to prevent them threatening coreward parts of the New Republic we are to take advantage of their division and try to cause them as much damage as possible.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now this is where Zealot comes in. Admiral Raven has been doing an admirable job in leading the Subterrel Strike Force in its campaign against the enemy forces. However, both Imperial fleets outnumber the strike force drastically. Current estimates are about three to one, against. Meaning that either one of the Imperial fleets outnumber us three to one, and if they ever decided to ally themselves against us, it would be six to one. And while I am sure the Admiral would never willingly admit it, as far as a stand up fight goes, this is not one that we can win easily. In fact, the only thing we can be grateful for is that they seem to hate each other as much as they hate us. If they considered the SSF to be more of a threat to their plans, we would expect them to ally themselves against us. They have not, and we must push this advantage. By the time they realise what a dire threat the strike force is, we need them to be incapacitated so much that all they can do is regret their previous lack of action against us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have been assembled to fulfil our needs for a special operations division that can infiltrate enemy lines and undertake black-ops missions, sabotaging and maiming the enemy from within. While Admiral Raven will be leading the Subterrel Strike Force in a direct military campaign against our enemies, you will be the hidden and lethal force that erodes them from within, weakening them sufficiently for the strike force to defeat in open battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
These are the operational objectives for the unit, and you will find that you have a much greater deal of flexibility regarding how you achieve these outcomes compared to other units in the New Republic. And you won&#039;t necessarily always be operating covertly, even though it is our intention for you to do so normally. I am sure that the amount of explosions and hell-raising you&#039;ll be causing will definitely involve you in some of the largest up-front battles in the campaign. So if any of you are feeling particularly bloodthirsty, fear not: you will have more than enough opportunity to cause your own dose of hurt to these Imperial bastards.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Operational History==&lt;br /&gt;
===Tour 1===&lt;br /&gt;
*[[Zealot&#039;s Beginnings (Pre-104)]]&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
*[[Infiltrate Penumbra (111)]]&lt;br /&gt;
===Tour 2===&lt;br /&gt;
*[[Elenian Bound (201)]]&lt;br /&gt;
*[[Location Unknown (203)]]&lt;br /&gt;
&lt;br /&gt;
===Zealot 101 Redux===&lt;br /&gt;
*[[Homecoming (101 Redux)]]&lt;br /&gt;
&lt;br /&gt;
===Tour 3===&lt;br /&gt;
Zealot Tour 3 takes place at the beginning of the Aurora Force conflict, approximately four years before the &amp;quot;current&amp;quot; RS storyline as of The Fwatna Dilemma.&lt;br /&gt;
*[[A Sudden Betrayal (300)]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.rebelsquadrons.org/roster/wing?id=852 Roster]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wings]]&lt;br /&gt;
[[Category:Redemption Fleet]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Darik_Klivan&amp;diff=25039</id>
		<title>Darik Klivan</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Darik_Klivan&amp;diff=25039"/>
		<updated>2014-08-01T22:07:48Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* NRI Background information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{New Republic character infobox|&lt;br /&gt;
|name=Darik &amp;quot;Deuce&amp;quot; Klivan&lt;br /&gt;
|image=&lt;br /&gt;
|homeworld=Corellia&lt;br /&gt;
|birth= (29 years old)&lt;br /&gt;
|death=&lt;br /&gt;
|family=&lt;br /&gt;
|species=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|height=1.88 metres&lt;br /&gt;
|weight=77 kilograms&lt;br /&gt;
|hair=Black&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;
:&#039;&#039;OOC note: This character is played by [[Sienn Sconn]].&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;NRI Dossier #6338247113  Darik â€œDeuceâ€ Klivan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NRI Status&#039;&#039;&#039;:  Retainer agent (plea bargain; on retainer with NRI in exchange for removal of certain outstanding warrants)&lt;br /&gt;
&lt;br /&gt;
==NRI Background information==&lt;br /&gt;
(required reading for all agents coming in contact with aforementioned)&lt;br /&gt;
&lt;br /&gt;
Not to be confused with famed Rogue Squadron pilot Derek &amp;quot;Hobbie&amp;quot; Klivian.  Klivan is to be considered armed and extremely dangerous.  He is marksman rated with any number of pistols and laser weapons, and favors the BlasTech DL-18 pistol, which he generally keeps in a shoulder holster under his right arm.  On his right hip he generally wears a BlasTech DL-44, New Republic issue.  Klivan is a formidable melee combat opponent, and his New Republic service records include a combat instructor rating, the position he doubled in during his time with Silver Squadron.  Klivan is an ace pilot and checks out to fly any number of Imperial and Rebel craft, as well as several civilian freighters and transports.  His last known IFF profile reads to be the YT-2400 &#039;&#039;Mistress of Coins&#039;&#039;.  Darik Klivan is a notorious drunkard, smuggler and thief. Only agents who have received written permission from their regional director should attempt to approach Klivan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum, Gen. Airen Cracken&#039;&#039;&#039;:  Klivan is believed by reliable sources to have possible latent Jedi abilities.  This is yet unconfirmed as he refuses to submit to a test.  However, observation shows that he may or may not have telekinetic abilities, some precognitive abilities, and NRI is fairly certain he can instinctively astronavigate, though we are unsure whether or not his is from his experience in space travel or an actual Jedi talent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum, Gen. Crix Madine&#039;&#039;&#039;:  I served with Klivan under the Emperor.  He is an extremely formidable ground opponent who easily qualified to serve in my Storm Commandos.  He is a three time Imperial TIE Corps hand-to-hand champion in his weight class and twice the New Republic Starfighter Corps champion.  In an attempt to apprehend, it is recommended that at least two full teams of agents approach him, with a third team held back in contingency.  This may seem like a waste of manpower, but Iâ€™ve personally witnessed a thoroughly drunk Klivan fight his way through three full teams of Imperial stormtroopers, unarmed, when they tried to take him to the brig of the ISD &#039;&#039;Relentless&#039;&#039;.  The only reason that he finally WAS apprehended was because he stopped to vomit and was knocked unconscious by the butt of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Service Record==&lt;br /&gt;
*Graduated, Imperial TIE academy, Corellia.  &lt;br /&gt;
*Assigned to Tempest Squadron, ISD &#039;&#039;Relentless&#039;&#039;, commissioned to Second Lieutenant&lt;br /&gt;
*Earned Corellian Bloodstripes while in Imperial Service.&lt;br /&gt;
*Imperial Record shows multiple citations for bravery cancelled out by multiple reprimands for drunk and disorderly conduct&lt;br /&gt;
*Imperial Service Medals include Hero of the Empire and full combat and training certificates.  NRI statistic: roughly 9% of Imperial pilots achieve full certificates in both combat and flight.  Current holders in New Republic service include the late Biggs Darklighter and Soontir Fel.  Several members of the Rebel Squadrons have this combat rating including Richard Gross, Sienn Sconn and Tyrell Borran.&lt;br /&gt;
*Transferred to Black Hand Squadron, ISD &#039;&#039;Relentless&#039;&#039;, following decommissioning of Tempest Squadron after the Battle of Ottega.&lt;br /&gt;
*Went AWOL from Imperial service sometime just after Battle of Hoth.&lt;br /&gt;
*Joined and performed several missions on retainer with the Fourth Special Services Division of Kaerionâ€™s Kestrels.&lt;br /&gt;
*Resurfaced, enlisted with New Republic Starfighter Corps, approximately 2 weeks prior to the Battle of Endor. &lt;br /&gt;
*Graduated, New Republic Starfighter Academy, commissioned to Flight Officer&lt;br /&gt;
*Assigned to Red Squadron to replace losses at Endor&lt;br /&gt;
*Served, Bakura.  Awarded the Kalidor Crescent for his performance at Bakura, promoted to Lieutenant.&lt;br /&gt;
*Service Reprimand: drunken brawl with members of Gold Squadron during post-Bakura festivities.  8 members of Gold Squadron hospitalized including Goldâ€™s CO and XO.  From reports, Klivan took on the majority of the hospitalized pilots by himself after remarkable provocation from members of Gold Squadron.  No further punishment recommended.&lt;br /&gt;
*Transferred to Silver Squadron following Bakura&lt;br /&gt;
*Service Citation: Extreme foresight in the heat of battle serving in the Outer Rim on counter-insurgency and anti-smuggling operations.&lt;br /&gt;
*Assigned as Silver XO.  &lt;br /&gt;
*Service Citation:  Valorous conduct during a mission went awry:  followed two damaged pilots to the ground and personally assured their safety, saving the lives of Flight Officers Karandan and Sergo, both Silver Squadron pilots.&lt;br /&gt;
*Offered Blade Squadron CO position&lt;br /&gt;
*Accepts Blade CO, transferred.&lt;br /&gt;
*Promoted to Brevet Captain&lt;br /&gt;
*Blade Squadron receives unit commendation for outstanding valor.&lt;br /&gt;
*Court-Martial:  Klivan is brought up on charges of rape and murder when the body of Linn Leiv, his Sullustian XO is found hidden in Bladeâ€™s hangar bay.  DNA evidence exonerates Klivan but the taint on his record causes him to accept a discharge.&lt;br /&gt;
*Klivan turns to a life of smuggling (See [[Darik Klivan#Outstanding Warrants|outstanding warrants]] below)&lt;br /&gt;
*Klivan is captured when he checks into a Bakuran hospital to be treated for severe internal injuries sustained during a smuggling operation gone wrong near Bakura.  A Huttese crime syndicate came to collect money that Klivan didnâ€™t have and after they beat him within an inch of his life, he managed to creep to his ship and get treatment.&lt;br /&gt;
&lt;br /&gt;
==Outstanding Warrants==&lt;br /&gt;
*Drunk and Disorderly conduct (multiple counts in several different systems)&lt;br /&gt;
*Possession of illegal contraband (multiple counts)&lt;br /&gt;
*Transportation of illegal contraband (multiple counts)&lt;br /&gt;
*Wanted for questioning or arrest in 37 shootings, mostly self defense.&lt;br /&gt;
*Possession of military-grade hardware (multiple counts)&lt;br /&gt;
*Resisting arrest (multiple counts)&lt;br /&gt;
*Assault (multiple counts of varying degrees)&lt;br /&gt;
*Lewd and Lascivious activity (multiple counts, Corellia)&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Members of Zealot SpecOps Unit]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25037</id>
		<title>Zealot Special Operations</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25037"/>
		<updated>2014-08-01T22:05:41Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|rf}}&lt;br /&gt;
{{Organization infobox|&lt;br /&gt;
|image=&lt;br /&gt;
|name=Zealot Special Operations&lt;br /&gt;
|founder=[[Cody Qel-Droma]]&lt;br /&gt;
|leader=*VA [[Cody Qel-Droma]]&lt;br /&gt;
*FA [[Kaz Falcion]]&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=&lt;br /&gt;
|founded=17 April 2007&lt;br /&gt;
|reorganized=&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=5 May 2011&lt;br /&gt;
|restored=&lt;br /&gt;
|assigned=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|unit=[[Redemption Fleet]]&lt;br /&gt;
|subunits=&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;Zealot Special Operations Unit&#039;&#039;&#039; was a wing in [[Redemption Fleet]] that is the home of fiction writing in the era of the RS-wide storyline.  Fictionally, Zealot is attached to the Frigate &#039;&#039;[[Unforgiven]]&#039;&#039; in the [[Subterrel Strike Force]].  Zealot is a multi-purpose special ops unit, similar to the Wraith Squadron of X-Wing book fame.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Current Members: &lt;br /&gt;
[[Cody Qel-Droma]], [[Kaz Falcion]], [[Sarriah James]], [[Scott Jensen]], [[Darik Klivan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
1 - First and foremost, you are not a Jedi.  You aren&#039;t a Padawan, you aren&#039;t even a Jedi&#039;s dry cleaner or a guy who lives down the block from a Jedi.  What we mean by this is that in the RS&#039; timeline, the number of total Jedi in the galaxy can still be counted on your fingers and toes.  Fictionally it doesn&#039;t make sense, and Jedi would never do the kind of things we do.&lt;br /&gt;
&lt;br /&gt;
2 - You&#039;re not a god or a superhero.  The members of Zealot are for the most part human, with all of the vulnerabilities and frailties that encompasses.  You CAN be injured, maimed or even killed in the course of any given mission, so please try to keep this in mind as you write your way through them.  If you try to singlehandedly kill a Rancor with your bootlaces or leap onto the back of a speeding X-Wing, chances are we&#039;re just going to write a letter to your next of kin informing them that you&#039;ve died of stupidity.  We pull off some crazy stunts from time to time, but in a fictional sense they&#039;re all being pulled off by people with an extreme amount of experience in crazy stunts, and we do police each other to keep things realistic.  So if you have a question about a particular action or aren&#039;t sure if something&#039;s going to be realistic enough, feel free to ask [[Kaz]], [[Cody]] or any of the other longtime members.&lt;br /&gt;
&lt;br /&gt;
3 - Our unit will be tasked with a certain objective at the beginning of each new assignment. While there&#039;s an overall goal and story arc in mind at the onset of these missions, the actually progress and conclusion of the mission is entirely up to the Zealot members themselves.  Tasked with storming a Star Destroyer but you&#039;d rather drink beer and watch tv in the squad breakroom?  You&#039;re more than welcome to do that or anything else you feel like within the bounds of reality for the duration of the mission.  Keep in mind though, your actions have consequences on the outcome of the mission, other characters and your &amp;quot;career&amp;quot; as it were. Go AWOL and you&#039;re going to be called on it, fly off by yourself and you might get left behind.  You&#039;re free to accomplish the mission as you see fit, but remember reality is key in Zealot.&lt;br /&gt;
&lt;br /&gt;
4 - ?&lt;br /&gt;
&lt;br /&gt;
5 - You are allowed one character to begin with. If you prove to be active, skilled writer and want to introduce an NPC to the team, feel free to talk to the Zealot Command Staff.  More characters always make things interesting but we want to make sure you&#039;re going to have time to post with them all and maintain some good quality.&lt;br /&gt;
&lt;br /&gt;
6 - Respect other characters. We&#039;re a team, and teamwork requires cooperation. For Zealot, that can mean writing another character into your post or working on a joint-post together with another member.  Regardless of how you go about it, please keep in mind the personality and abilities of the character you&#039;re depicting.  Kaz isn&#039;t going to go with you to the movies or do magic tricks to cheer you up.  Most of the tone and personality of the various Zealots can be gleaned from previous posts, but when in doubt feel free to approach the owner of whatever character you&#039;re interested in using for some tips or even help writing your post. &lt;br /&gt;
&lt;br /&gt;
7 - Familiarize yourself with Zealot&#039;s history and surroundings.  Most of this information can be obtained by going over past missions, and over time summaries of the missions as well as other pertinent information will be added to the wiki&#039;s [[Zealot]] page as well.  Again as with anything else, if you&#039;re in doubt just ask.&lt;br /&gt;
&lt;br /&gt;
8 - Keep in mind the words Special Operations appear after Zealot for a reason.  Our missions involve space combat, urban warfare, stealth and infiltration and more often than not gleeful wanton destruction.  We do it all, so be prepared for things to change and change in a hurry.  If you like variety in your fiction writing we&#039;re sure to keep you happy.&lt;br /&gt;
&lt;br /&gt;
9 - If you want to play the part of a character that might be considered outside the normal human military type, please get in touch with someone from the command staff. Other races are generally cool, but do keep in mind it&#039;s not going to be easy to blend in and be stealthy if you&#039;re a Trandoshan karate master or the tallest three armed Rodian in the galaxy.&lt;br /&gt;
&lt;br /&gt;
10 - Zealot is, like an original series on FX, intended for mature audiences only.  While things don&#039;t typically get too out of hand, if you&#039;re uncomfortable with scenes of gratuitous violence or occasional swearing, Zealot&#039;s probably not for you.  Our intent is to depict &amp;quot;real&amp;quot; life in a special operations military unit, which as can be expected isn&#039;t always very pretty.&lt;br /&gt;
&lt;br /&gt;
==Initial Background Context Briefing==&lt;br /&gt;
Extract from context briefing presented by General [[Vaughan]] via HoloNet on 44:4:14 to members of the newly activated Zealot Unit, onboard the [[Frigate]] &#039;&#039;[[Unforgiven]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I guess I&#039;d best start with an introduction. I am General David Vaughan, the Logistics Officer of Task Force Republic Shield. My job is to make sure that the entire task force, from the central territories of the Greeop Sector through to expeditionary forces such as yourself in the Subterrel Strike Force are as well-supplied as physically possible. I must extend my thanks to those of you who helped distract enemy forces during the most recent convoy shipment to your region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Unfortunately another Imperial force ambushed the convoy near the sector border before it arrived in the Fersto system, so not all of the supplies made it, but if you hadn&#039;t helped [[Vigilance Starfighter Group]] forces in distracting that patrol force, then, well . . . the entire convoy would have certainly been lost. As it is, your efforts ensured that the most crucial of the supplies arrived safely. But enough of that for now; I&#039;m sure you&#039;ve been thoroughly debriefed about that mission by your unit commander. As I was saying, I am the Logistics Officer for the RS, so if you have any specific equipment needs, please provide them to Commander Ocopaqui for her to pass on to me.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However I am also in charge of managing many other types of strategic and tactical data, which is why I&#039;m speaking with you today. Right now my job is to help bring you up to speed on events that have been happening recently. It is important to make sure you are all informed because these events are what has caused this unit&#039;s creation, and is the reason why so many of you have been reactivated from retirement, or transferred from other units. Those of you who have transferred from other units in the task force will be already acquainted with this information, so this is mostly directed at those of you who are new to the Republic Shield.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Many of you fought in the time of the Rebellion, and not all of you have flown under the colours of the New Republic; other than the hit-and-fade mission you undertook a few days ago, of course. While the services of the Alliance veterans among you were crucial during some of the darkest times of the galaxy, you are needed again to help drive the remnants of the Empire to oblivion.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You might still be wondering why you have been activated for duty and placed in this unit, and I&#039;ll get to that shortly. I understand that there seems to be a consensus that the Galactic Civil War is over. Some people classify it as ending with the Emperor&#039;s death, or the formation of the New Republic, or even the capitulation of Coruscant to the New Republic. These notions seem to be carried by civilians to make themselves feel more secure, or politicians to help gain supporters, but I have heard this idea being propagated by members of the New Republic Defence Force, too. In short, anyone who believes the civil war to be over is wrong.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
For any of us fighting the remnants of the Empire out on the fringes, it is only all too apparent that the war is not over. The galactic situation might not be as dire as it was during the time of the Rebellion, but if we falter in our duty to crush the remains of the Imperial forces then the Empire will surely re-establish itself. Many of you have probably heard the rumours of a new Imperial commander rallying the warlords and remnants of the fragmented Imperial military into a more serious threat; into something that has more of a chance of standing against the New Republic. These rumours can be considered confirmed, especially with the loss of an entire New Republic task group of four Assault Frigates and three wings of X-wings to a lone Star Destroyer near Obroa-skai a few weeks ago. The Emperor is dead, and Coruscant is ours, but the Empire is still a grave concern.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As of two months ago our task force suffered the worst attack in its history. A massive Imperial fleet entered the Greeop Sector and laid waste to the RS capital of Blerthmore, ruining the surface command centre, devastating our primary shipyards, and decimating our operational fleet. Over forty thousand New Republic personnel lost their lives in this attack. They gave their lives to ensure that the Imperial force was repulsed, and to ensure that we did not yield our territory to Imperial tyranny.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
In direct response to this attack, most of the task force has been consolidated into the Subterrel Strike Force, and in the past month Admiral Raven has led the strike force from RS territory to the Subterrel Sector, and battled the Imperial forces holding the region. However the situation has revealed itself to be . . . a little more complicated than anticipated.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Four years ago, almost to the day, Task Force Republic Shield was established here in the Outer Rim, charged with the duty of keeping the Imperial forces of the region in check and preventing them from advancing along the trade routes and striking at more populous New Republic worlds. And during this time we have done so successfully, halting Imperial advances through the Minos Cluster and Cadrel Expanse, and even driving them back from their forward bases in the Binaural Sector to the point where they were mostly contained in the Aurora Sector.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However it seems we have not been fighting a wholly unified foe. As far as Intel can determine, the Imperial forces in the region have suffered a major split at some point in the last year or so. Why? We have no idea, and isn&#039;t really as important as the tactical advantage it gives us. All we really know is that Imperial forces are concentrated in this region of space, and are being torn apart by internal strife. Even if they hadn&#039;t brought us into this conflict with the bloody assault on Blerthmore, it would be in our best interests to hit them while they&#039;re divided. And divided they are: there are two Imperial fleets in the sector, and they fight each other with as much ferocity as they do us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now, we don&#039;t know what the Imperial battle groups are so fanatically fighting over out here. The Subterrel Sector is not exactly a treasure trove, or location of any particular strategic value. In fact, all that seems to be of interest in this sector are archeological digs on Polis Massa and mining ventures on Subterrel; neither of which the Imperial forces seem particularly interested in. This sector is mostly uninhabited by spacefaring civilisation, and the few populated worlds are being largely ignored by the Imperial invasion forces. It is possible that this location itself is incidental, and these two Imperial groups are only interesting in wiping each other out. We don&#039;t really know; Intel have been working extensively to determine what is going on out here and don&#039;t seem to really have a clue.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
All we really know is that to achieve our prime directives of keeping the Imperial forces out here on the Rim occupied, and to prevent them threatening coreward parts of the New Republic we are to take advantage of their division and try to cause them as much damage as possible.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now this is where Zealot comes in. Admiral Raven has been doing an admirable job in leading the Subterrel Strike Force in its campaign against the enemy forces. However, both Imperial fleets outnumber the strike force drastically. Current estimates are about three to one, against. Meaning that either one of the Imperial fleets outnumber us three to one, and if they ever decided to ally themselves against us, it would be six to one. And while I am sure the Admiral would never willingly admit it, as far as a stand up fight goes, this is not one that we can win easily. In fact, the only thing we can be grateful for is that they seem to hate each other as much as they hate us. If they considered the SSF to be more of a threat to their plans, we would expect them to ally themselves against us. They have not, and we must push this advantage. By the time they realise what a dire threat the strike force is, we need them to be incapacitated so much that all they can do is regret their previous lack of action against us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have been assembled to fulfil our needs for a special operations division that can infiltrate enemy lines and undertake black-ops missions, sabotaging and maiming the enemy from within. While Admiral Raven will be leading the Subterrel Strike Force in a direct military campaign against our enemies, you will be the hidden and lethal force that erodes them from within, weakening them sufficiently for the strike force to defeat in open battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
These are the operational objectives for the unit, and you will find that you have a much greater deal of flexibility regarding how you achieve these outcomes compared to other units in the New Republic. And you won&#039;t necessarily always be operating covertly, even though it is our intention for you to do so normally. I am sure that the amount of explosions and hell-raising you&#039;ll be causing will definitely involve you in some of the largest up-front battles in the campaign. So if any of you are feeling particularly bloodthirsty, fear not: you will have more than enough opportunity to cause your own dose of hurt to these Imperial bastards.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Operational History==&lt;br /&gt;
===Tour 1===&lt;br /&gt;
*[[Zealot&#039;s Beginnings (Pre-104)]]&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
*[[Infiltrate Penumbra (111)]]&lt;br /&gt;
===Tour 2===&lt;br /&gt;
*[[Elenian Bound (201)]]&lt;br /&gt;
*[[Location Unknown (203)]]&lt;br /&gt;
&lt;br /&gt;
===Zealot 101 Redux===&lt;br /&gt;
*[[Homecoming (101 Redux)]]&lt;br /&gt;
&lt;br /&gt;
===Tour 3===&lt;br /&gt;
*[[A Sudden Betrayal (300)]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.rebelsquadrons.org/roster/wing?id=852 Roster]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wings]]&lt;br /&gt;
[[Category:Redemption Fleet]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Mira_Torwyn&amp;diff=25036</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=25036"/>
		<updated>2014-08-01T22:03:20Z</updated>

		<summary type="html">&lt;p&gt;Sconn: Created page with &amp;quot;Nico text goes here.  Put your shit in the right categories for Zealot characters or whatever, I don&amp;#039;t really know how the wiki works.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nico text goes here.  Put your shit in the right categories for Zealot characters or whatever, I don&#039;t really know how the wiki works.&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=25032</id>
		<title>The Old Republic</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=25032"/>
		<updated>2014-07-28T23:47:07Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Old Republic&#039;&#039;&#039;, often abbreviated as SWTOR, is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
# Edit your RS profile to reflect that you&#039;re playing TOR.  Go to &#039;&#039;&#039;Edit Profile&#039;&#039;&#039;, then click on &#039;&#039;&#039;Edit Games Played&#039;&#039;&#039; and mark the checkbox for The Old Republic MMO.&lt;br /&gt;
# Review the [http://rebelsquadrons.org/forums/viewforum.php?f=58 RS TOR forums and introduce yourself].&lt;br /&gt;
# [http://www.rebelsquadrons.org/gaming?game=TOR See here for information on joining the guild.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring for RS Scoring Sessions ==&lt;br /&gt;
&#039;&#039;For all RS TOR scoring, regardless of format, detailed comments are expected.  Please see below for specific format requirements:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daily Login&#039;&#039;&#039; - 2 points, once per day, regardless of how many toons you log in.  Report must be submitted on the same day the login takes place - &#039;&#039;&#039;may not be submitted retroactively&#039;&#039;&#039;.  &#039;&#039;Comments should include name of toon you logged in as and the date you&#039;re reporting for.&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Flashpoints&#039;&#039;&#039; - 2 points, per participating RSer, per flashpoint, doubling for hard and nightmare mode.  Screenshot must be submitted and include confirmation of final bosses&#039; defeat and all participating RSers.  For example, if two RSers run Esseles together on new characters, they each get 4 points. &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroics&#039;&#039;&#039; - 1 point, per participating RSer, per heroic.  Screenshot must include confirmation of final objective and all participating RSers.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Questing Together&#039;&#039;&#039; - 1 point per 30 minutes of questing together.  The same player must submit timestamped screenshots showing start and end time with the submission and capturing both players.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers and should also list names of specific quests completed or deeds done.  Please include the length of time you quested for.  Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis.  Character B leveled up from 37 to 39.   Character A leveled up from 40 to 41&amp;quot;.  Together we completed quests: The Final Countdown and also got the XYZ datacron on Belsavis.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Guild Bank Contributions (Credits)&#039;&#039;&#039; - 1 point per 25000 credits donated.&lt;br /&gt;
*[http://www.rebelsquadrons.org/tor/mp_nc_match?id=117 This is a good example of a Flashpoint report].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.rebelsquadrons.org/tor/ RS TOR Reporters for Scoring]&lt;br /&gt;
* [http://www.swtor.com/ swtor.com - Official website]&lt;br /&gt;
* [http://www.wikiswtor.com/Swtor_Wiki SW:TOR Wiki]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic SW:TOR Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=25030</id>
		<title>The Old Republic</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=25030"/>
		<updated>2014-07-26T04:59:11Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Old Republic&#039;&#039;&#039;, often abbreviated as SWTOR, is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
# Edit your RS profile to reflect that you&#039;re playing TOR.  Go to &#039;&#039;&#039;Edit Profile&#039;&#039;&#039;, then click on &#039;&#039;&#039;Edit Games Played&#039;&#039;&#039; and mark the checkbox for The Old Republic MMO.&lt;br /&gt;
# Review the [http://rebelsquadrons.org/forums/viewforum.php?f=58 RS TOR forums and introduce yourself].&lt;br /&gt;
# [http://www.rebelsquadrons.org/gaming?game=TOR See here for information on joining the guild.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring for RS Scoring Sessions ==&lt;br /&gt;
&#039;&#039;For all RS TOR scoring, regardless of format, detailed comments are expected.  Please see below for specific format requirements:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daily Login&#039;&#039;&#039; - 2 points, once per day, regardless of how many toons you log in.  Report must be submitted on the same day the login takes place - &#039;&#039;&#039;may not be submitted retroactively&#039;&#039;&#039;.  &#039;&#039;Comments should include name of toon you logged in as and the date you&#039;re reporting for.&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Flashpoints&#039;&#039;&#039; - 2 points, per participating RSer, per flashpoint, doubling for hard and nightmare mode.  Screenshot must be submitted and include confirmation of final bosses&#039; defeat and all participating RSers.  For example, if two RSers run Esseles together on new characters, they each get 4 points. &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroics&#039;&#039;&#039; - 1 point, per participating RSer, per heroic.  Screenshot must include confirmation of final objective and all participating RSers.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Questing Together&#039;&#039;&#039; - 1 point per 30 minutes of questing together.  The same player must submit timestamped screenshots showing start and end time with the submission and capturing both players.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.  Please include the length of time you quested for.  Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis.  Character B leveled up from 37 to 39.   Character A leveled up from 40 to 41&amp;quot;.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Guild Bank Contributions (Credits)&#039;&#039;&#039; - 1 point per 25000 credits donated.&lt;br /&gt;
*[http://www.rebelsquadrons.org/tor/mp_nc_match?id=117 This is a good example of a Flashpoint report].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.rebelsquadrons.org/tor/ RS TOR Reporters for Scoring]&lt;br /&gt;
* [http://www.swtor.com/ swtor.com - Official website]&lt;br /&gt;
* [http://www.wikiswtor.com/Swtor_Wiki SW:TOR Wiki]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic SW:TOR Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25029</id>
		<title>Zealot Special Operations</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25029"/>
		<updated>2014-07-18T16:31:36Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Zealot 101 Redux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|rf}}&lt;br /&gt;
{{Organization infobox|&lt;br /&gt;
|image=&lt;br /&gt;
|name=Zealot Special Operations&lt;br /&gt;
|founder=[[Cody Qel-Droma]]&lt;br /&gt;
|leader=*VA [[Cody Qel-Droma]]&lt;br /&gt;
*FA [[Kaz Falcion]]&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=&lt;br /&gt;
|founded=17 April 2007&lt;br /&gt;
|reorganized=&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=5 May 2011&lt;br /&gt;
|restored=&lt;br /&gt;
|assigned=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|unit=[[Redemption Fleet]]&lt;br /&gt;
|subunits=&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;Zealot Special Operations Unit&#039;&#039;&#039; was a wing in [[Redemption Fleet]] that is the home of fiction writing in the era of the RS-wide storyline.  Fictionally, Zealot is attached to the Frigate &#039;&#039;[[Unforgiven]]&#039;&#039; in the [[Subterrel Strike Force]].  Zealot is a multi-purpose special ops unit, similar to the Wraith Squadron of X-Wing book fame.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Current Members: &lt;br /&gt;
[[Cody Qel-Droma]], [[Kaz Falcion]], [[Sarriah James]], [[Scott Jensen]], [[Darik Klivan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
1 - First and foremost, you are not a Jedi.  You aren&#039;t a Padawan, you aren&#039;t even a Jedi&#039;s dry cleaner or a guy who lives down the block from a Jedi.  What we mean by this is that in the RS&#039; timeline, the number of total Jedi in the galaxy can still be counted on your fingers and toes.  Fictionally it doesn&#039;t make sense, and Jedi would never do the kind of things we do.&lt;br /&gt;
&lt;br /&gt;
2 - You&#039;re not a god or a superhero.  The members of Zealot are for the most part human, with all of the vulnerabilities and frailties that encompasses.  You CAN be injured, maimed or even killed in the course of any given mission, so please try to keep this in mind as you write your way through them.  If you try to singlehandedly kill a Rancor with your bootlaces or leap onto the back of a speeding X-Wing, chances are we&#039;re just going to write a letter to your next of kin informing them that you&#039;ve died of stupidity.  We pull off some crazy stunts from time to time, but in a fictional sense they&#039;re all being pulled off by people with an extreme amount of experience in crazy stunts, and we do police each other to keep things realistic.  So if you have a question about a particular action or aren&#039;t sure if something&#039;s going to be realistic enough, feel free to ask [[Kaz]], [[Cody]] or any of the other longtime members.&lt;br /&gt;
&lt;br /&gt;
3 - Our unit will be tasked with a certain objective at the beginning of each new assignment. While there&#039;s an overall goal and story arc in mind at the onset of these missions, the actually progress and conclusion of the mission is entirely up to the Zealot members themselves.  Tasked with storming a Star Destroyer but you&#039;d rather drink beer and watch tv in the squad breakroom?  You&#039;re more than welcome to do that or anything else you feel like within the bounds of reality for the duration of the mission.  Keep in mind though, your actions have consequences on the outcome of the mission, other characters and your &amp;quot;career&amp;quot; as it were. Go AWOL and you&#039;re going to be called on it, fly off by yourself and you might get left behind.  You&#039;re free to accomplish the mission as you see fit, but remember reality is key in Zealot.&lt;br /&gt;
&lt;br /&gt;
4 - ?&lt;br /&gt;
&lt;br /&gt;
5 - You are allowed one character to begin with. If you prove to be active, skilled writer and want to introduce an NPC to the team, feel free to talk to the Zealot Command Staff.  More characters always make things interesting but we want to make sure you&#039;re going to have time to post with them all and maintain some good quality.&lt;br /&gt;
&lt;br /&gt;
6 - Respect other characters. We&#039;re a team, and teamwork requires cooperation. For Zealot, that can mean writing another character into your post or working on a joint-post together with another member.  Regardless of how you go about it, please keep in mind the personality and abilities of the character you&#039;re depicting.  Kaz isn&#039;t going to go with you to the movies or do magic tricks to cheer you up.  Most of the tone and personality of the various Zealots can be gleaned from previous posts, but when in doubt feel free to approach the owner of whatever character you&#039;re interested in using for some tips or even help writing your post. &lt;br /&gt;
&lt;br /&gt;
7 - Familiarize yourself with Zealot&#039;s history and surroundings.  Most of this information can be obtained by going over past missions, and over time summaries of the missions as well as other pertinent information will be added to the wiki&#039;s [[Zealot]] page as well.  Again as with anything else, if you&#039;re in doubt just ask.&lt;br /&gt;
&lt;br /&gt;
8 - Keep in mind the words Special Operations appear after Zealot for a reason.  Our missions involve space combat, urban warfare, stealth and infiltration and more often than not gleeful wanton destruction.  We do it all, so be prepared for things to change and change in a hurry.  If you like variety in your fiction writing we&#039;re sure to keep you happy.&lt;br /&gt;
&lt;br /&gt;
9 - If you want to play the part of a character that might be considered outside the normal human military type, please get in touch with someone from the command staff. Other races are generally cool, but do keep in mind it&#039;s not going to be easy to blend in and be stealthy if you&#039;re a Trandoshan karate master or the tallest three armed Rodian in the galaxy.&lt;br /&gt;
&lt;br /&gt;
10 - Zealot is, like an original series on FX, intended for mature audiences only.  While things don&#039;t typically get too out of hand, if you&#039;re uncomfortable with scenes of gratuitous violence or occasional swearing, Zealot&#039;s probably not for you.  Our intent is to depict &amp;quot;real&amp;quot; life in a special operations military unit, which as can be expected isn&#039;t always very pretty.&lt;br /&gt;
&lt;br /&gt;
==Initial Background Context Briefing==&lt;br /&gt;
Extract from context briefing presented by General [[Vaughan]] via HoloNet on 44:4:14 to members of the newly activated Zealot Unit, onboard the [[Frigate]] &#039;&#039;[[Unforgiven]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I guess I&#039;d best start with an introduction. I am General David Vaughan, the Logistics Officer of Task Force Republic Shield. My job is to make sure that the entire task force, from the central territories of the Greeop Sector through to expeditionary forces such as yourself in the Subterrel Strike Force are as well-supplied as physically possible. I must extend my thanks to those of you who helped distract enemy forces during the most recent convoy shipment to your region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Unfortunately another Imperial force ambushed the convoy near the sector border before it arrived in the Fersto system, so not all of the supplies made it, but if you hadn&#039;t helped [[Vigilance Starfighter Group]] forces in distracting that patrol force, then, well . . . the entire convoy would have certainly been lost. As it is, your efforts ensured that the most crucial of the supplies arrived safely. But enough of that for now; I&#039;m sure you&#039;ve been thoroughly debriefed about that mission by your unit commander. As I was saying, I am the Logistics Officer for the RS, so if you have any specific equipment needs, please provide them to Commander Ocopaqui for her to pass on to me.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However I am also in charge of managing many other types of strategic and tactical data, which is why I&#039;m speaking with you today. Right now my job is to help bring you up to speed on events that have been happening recently. It is important to make sure you are all informed because these events are what has caused this unit&#039;s creation, and is the reason why so many of you have been reactivated from retirement, or transferred from other units. Those of you who have transferred from other units in the task force will be already acquainted with this information, so this is mostly directed at those of you who are new to the Republic Shield.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Many of you fought in the time of the Rebellion, and not all of you have flown under the colours of the New Republic; other than the hit-and-fade mission you undertook a few days ago, of course. While the services of the Alliance veterans among you were crucial during some of the darkest times of the galaxy, you are needed again to help drive the remnants of the Empire to oblivion.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You might still be wondering why you have been activated for duty and placed in this unit, and I&#039;ll get to that shortly. I understand that there seems to be a consensus that the Galactic Civil War is over. Some people classify it as ending with the Emperor&#039;s death, or the formation of the New Republic, or even the capitulation of Coruscant to the New Republic. These notions seem to be carried by civilians to make themselves feel more secure, or politicians to help gain supporters, but I have heard this idea being propagated by members of the New Republic Defence Force, too. In short, anyone who believes the civil war to be over is wrong.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
For any of us fighting the remnants of the Empire out on the fringes, it is only all too apparent that the war is not over. The galactic situation might not be as dire as it was during the time of the Rebellion, but if we falter in our duty to crush the remains of the Imperial forces then the Empire will surely re-establish itself. Many of you have probably heard the rumours of a new Imperial commander rallying the warlords and remnants of the fragmented Imperial military into a more serious threat; into something that has more of a chance of standing against the New Republic. These rumours can be considered confirmed, especially with the loss of an entire New Republic task group of four Assault Frigates and three wings of X-wings to a lone Star Destroyer near Obroa-skai a few weeks ago. The Emperor is dead, and Coruscant is ours, but the Empire is still a grave concern.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As of two months ago our task force suffered the worst attack in its history. A massive Imperial fleet entered the Greeop Sector and laid waste to the RS capital of Blerthmore, ruining the surface command centre, devastating our primary shipyards, and decimating our operational fleet. Over forty thousand New Republic personnel lost their lives in this attack. They gave their lives to ensure that the Imperial force was repulsed, and to ensure that we did not yield our territory to Imperial tyranny.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
In direct response to this attack, most of the task force has been consolidated into the Subterrel Strike Force, and in the past month Admiral Raven has led the strike force from RS territory to the Subterrel Sector, and battled the Imperial forces holding the region. However the situation has revealed itself to be . . . a little more complicated than anticipated.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Four years ago, almost to the day, Task Force Republic Shield was established here in the Outer Rim, charged with the duty of keeping the Imperial forces of the region in check and preventing them from advancing along the trade routes and striking at more populous New Republic worlds. And during this time we have done so successfully, halting Imperial advances through the Minos Cluster and Cadrel Expanse, and even driving them back from their forward bases in the Binaural Sector to the point where they were mostly contained in the Aurora Sector.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However it seems we have not been fighting a wholly unified foe. As far as Intel can determine, the Imperial forces in the region have suffered a major split at some point in the last year or so. Why? We have no idea, and isn&#039;t really as important as the tactical advantage it gives us. All we really know is that Imperial forces are concentrated in this region of space, and are being torn apart by internal strife. Even if they hadn&#039;t brought us into this conflict with the bloody assault on Blerthmore, it would be in our best interests to hit them while they&#039;re divided. And divided they are: there are two Imperial fleets in the sector, and they fight each other with as much ferocity as they do us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now, we don&#039;t know what the Imperial battle groups are so fanatically fighting over out here. The Subterrel Sector is not exactly a treasure trove, or location of any particular strategic value. In fact, all that seems to be of interest in this sector are archeological digs on Polis Massa and mining ventures on Subterrel; neither of which the Imperial forces seem particularly interested in. This sector is mostly uninhabited by spacefaring civilisation, and the few populated worlds are being largely ignored by the Imperial invasion forces. It is possible that this location itself is incidental, and these two Imperial groups are only interesting in wiping each other out. We don&#039;t really know; Intel have been working extensively to determine what is going on out here and don&#039;t seem to really have a clue.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
All we really know is that to achieve our prime directives of keeping the Imperial forces out here on the Rim occupied, and to prevent them threatening coreward parts of the New Republic we are to take advantage of their division and try to cause them as much damage as possible.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now this is where Zealot comes in. Admiral Raven has been doing an admirable job in leading the Subterrel Strike Force in its campaign against the enemy forces. However, both Imperial fleets outnumber the strike force drastically. Current estimates are about three to one, against. Meaning that either one of the Imperial fleets outnumber us three to one, and if they ever decided to ally themselves against us, it would be six to one. And while I am sure the Admiral would never willingly admit it, as far as a stand up fight goes, this is not one that we can win easily. In fact, the only thing we can be grateful for is that they seem to hate each other as much as they hate us. If they considered the SSF to be more of a threat to their plans, we would expect them to ally themselves against us. They have not, and we must push this advantage. By the time they realise what a dire threat the strike force is, we need them to be incapacitated so much that all they can do is regret their previous lack of action against us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have been assembled to fulfil our needs for a special operations division that can infiltrate enemy lines and undertake black-ops missions, sabotaging and maiming the enemy from within. While Admiral Raven will be leading the Subterrel Strike Force in a direct military campaign against our enemies, you will be the hidden and lethal force that erodes them from within, weakening them sufficiently for the strike force to defeat in open battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
These are the operational objectives for the unit, and you will find that you have a much greater deal of flexibility regarding how you achieve these outcomes compared to other units in the New Republic. And you won&#039;t necessarily always be operating covertly, even though it is our intention for you to do so normally. I am sure that the amount of explosions and hell-raising you&#039;ll be causing will definitely involve you in some of the largest up-front battles in the campaign. So if any of you are feeling particularly bloodthirsty, fear not: you will have more than enough opportunity to cause your own dose of hurt to these Imperial bastards.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Operational History==&lt;br /&gt;
===Tour 1===&lt;br /&gt;
*[[Zealot&#039;s Beginnings (Pre-104)]]&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
*[[Infiltrate Penumbra (111)]]&lt;br /&gt;
===Tour 2===&lt;br /&gt;
*[[Elenian Bound (201)]]&lt;br /&gt;
*[[Location Unknown (203)]]&lt;br /&gt;
&lt;br /&gt;
===Zealot 101 Redux===&lt;br /&gt;
*[[Homecoming (101 Redux)]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.rebelsquadrons.org/roster/wing?id=852 Roster]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wings]]&lt;br /&gt;
[[Category:Redemption Fleet]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25028</id>
		<title>Zealot Special Operations</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Zealot_Special_Operations&amp;diff=25028"/>
		<updated>2014-07-18T16:29:10Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Zealot 101 Redux*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|rf}}&lt;br /&gt;
{{Organization infobox|&lt;br /&gt;
|image=&lt;br /&gt;
|name=Zealot Special Operations&lt;br /&gt;
|founder=[[Cody Qel-Droma]]&lt;br /&gt;
|leader=*VA [[Cody Qel-Droma]]&lt;br /&gt;
*FA [[Kaz Falcion]]&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|locations=&lt;br /&gt;
|formed=&lt;br /&gt;
|founded=17 April 2007&lt;br /&gt;
|reorganized=&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=5 May 2011&lt;br /&gt;
|restored=&lt;br /&gt;
|assigned=EF76-B &#039;&#039;Nebulon&#039;&#039;-class escort frigate &#039;&#039;[[Unforgiven]]&#039;&#039;&lt;br /&gt;
|unit=[[Redemption Fleet]]&lt;br /&gt;
|subunits=&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;Zealot Special Operations Unit&#039;&#039;&#039; was a wing in [[Redemption Fleet]] that is the home of fiction writing in the era of the RS-wide storyline.  Fictionally, Zealot is attached to the Frigate &#039;&#039;[[Unforgiven]]&#039;&#039; in the [[Subterrel Strike Force]].  Zealot is a multi-purpose special ops unit, similar to the Wraith Squadron of X-Wing book fame.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Current Members: &lt;br /&gt;
[[Cody Qel-Droma]], [[Kaz Falcion]], [[Sarriah James]], [[Scott Jensen]], [[Darik Klivan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
1 - First and foremost, you are not a Jedi.  You aren&#039;t a Padawan, you aren&#039;t even a Jedi&#039;s dry cleaner or a guy who lives down the block from a Jedi.  What we mean by this is that in the RS&#039; timeline, the number of total Jedi in the galaxy can still be counted on your fingers and toes.  Fictionally it doesn&#039;t make sense, and Jedi would never do the kind of things we do.&lt;br /&gt;
&lt;br /&gt;
2 - You&#039;re not a god or a superhero.  The members of Zealot are for the most part human, with all of the vulnerabilities and frailties that encompasses.  You CAN be injured, maimed or even killed in the course of any given mission, so please try to keep this in mind as you write your way through them.  If you try to singlehandedly kill a Rancor with your bootlaces or leap onto the back of a speeding X-Wing, chances are we&#039;re just going to write a letter to your next of kin informing them that you&#039;ve died of stupidity.  We pull off some crazy stunts from time to time, but in a fictional sense they&#039;re all being pulled off by people with an extreme amount of experience in crazy stunts, and we do police each other to keep things realistic.  So if you have a question about a particular action or aren&#039;t sure if something&#039;s going to be realistic enough, feel free to ask [[Kaz]], [[Cody]] or any of the other longtime members.&lt;br /&gt;
&lt;br /&gt;
3 - Our unit will be tasked with a certain objective at the beginning of each new assignment. While there&#039;s an overall goal and story arc in mind at the onset of these missions, the actually progress and conclusion of the mission is entirely up to the Zealot members themselves.  Tasked with storming a Star Destroyer but you&#039;d rather drink beer and watch tv in the squad breakroom?  You&#039;re more than welcome to do that or anything else you feel like within the bounds of reality for the duration of the mission.  Keep in mind though, your actions have consequences on the outcome of the mission, other characters and your &amp;quot;career&amp;quot; as it were. Go AWOL and you&#039;re going to be called on it, fly off by yourself and you might get left behind.  You&#039;re free to accomplish the mission as you see fit, but remember reality is key in Zealot.&lt;br /&gt;
&lt;br /&gt;
4 - ?&lt;br /&gt;
&lt;br /&gt;
5 - You are allowed one character to begin with. If you prove to be active, skilled writer and want to introduce an NPC to the team, feel free to talk to the Zealot Command Staff.  More characters always make things interesting but we want to make sure you&#039;re going to have time to post with them all and maintain some good quality.&lt;br /&gt;
&lt;br /&gt;
6 - Respect other characters. We&#039;re a team, and teamwork requires cooperation. For Zealot, that can mean writing another character into your post or working on a joint-post together with another member.  Regardless of how you go about it, please keep in mind the personality and abilities of the character you&#039;re depicting.  Kaz isn&#039;t going to go with you to the movies or do magic tricks to cheer you up.  Most of the tone and personality of the various Zealots can be gleaned from previous posts, but when in doubt feel free to approach the owner of whatever character you&#039;re interested in using for some tips or even help writing your post. &lt;br /&gt;
&lt;br /&gt;
7 - Familiarize yourself with Zealot&#039;s history and surroundings.  Most of this information can be obtained by going over past missions, and over time summaries of the missions as well as other pertinent information will be added to the wiki&#039;s [[Zealot]] page as well.  Again as with anything else, if you&#039;re in doubt just ask.&lt;br /&gt;
&lt;br /&gt;
8 - Keep in mind the words Special Operations appear after Zealot for a reason.  Our missions involve space combat, urban warfare, stealth and infiltration and more often than not gleeful wanton destruction.  We do it all, so be prepared for things to change and change in a hurry.  If you like variety in your fiction writing we&#039;re sure to keep you happy.&lt;br /&gt;
&lt;br /&gt;
9 - If you want to play the part of a character that might be considered outside the normal human military type, please get in touch with someone from the command staff. Other races are generally cool, but do keep in mind it&#039;s not going to be easy to blend in and be stealthy if you&#039;re a Trandoshan karate master or the tallest three armed Rodian in the galaxy.&lt;br /&gt;
&lt;br /&gt;
10 - Zealot is, like an original series on FX, intended for mature audiences only.  While things don&#039;t typically get too out of hand, if you&#039;re uncomfortable with scenes of gratuitous violence or occasional swearing, Zealot&#039;s probably not for you.  Our intent is to depict &amp;quot;real&amp;quot; life in a special operations military unit, which as can be expected isn&#039;t always very pretty.&lt;br /&gt;
&lt;br /&gt;
==Initial Background Context Briefing==&lt;br /&gt;
Extract from context briefing presented by General [[Vaughan]] via HoloNet on 44:4:14 to members of the newly activated Zealot Unit, onboard the [[Frigate]] &#039;&#039;[[Unforgiven]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I guess I&#039;d best start with an introduction. I am General David Vaughan, the Logistics Officer of Task Force Republic Shield. My job is to make sure that the entire task force, from the central territories of the Greeop Sector through to expeditionary forces such as yourself in the Subterrel Strike Force are as well-supplied as physically possible. I must extend my thanks to those of you who helped distract enemy forces during the most recent convoy shipment to your region.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Unfortunately another Imperial force ambushed the convoy near the sector border before it arrived in the Fersto system, so not all of the supplies made it, but if you hadn&#039;t helped [[Vigilance Starfighter Group]] forces in distracting that patrol force, then, well . . . the entire convoy would have certainly been lost. As it is, your efforts ensured that the most crucial of the supplies arrived safely. But enough of that for now; I&#039;m sure you&#039;ve been thoroughly debriefed about that mission by your unit commander. As I was saying, I am the Logistics Officer for the RS, so if you have any specific equipment needs, please provide them to Commander Ocopaqui for her to pass on to me.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However I am also in charge of managing many other types of strategic and tactical data, which is why I&#039;m speaking with you today. Right now my job is to help bring you up to speed on events that have been happening recently. It is important to make sure you are all informed because these events are what has caused this unit&#039;s creation, and is the reason why so many of you have been reactivated from retirement, or transferred from other units. Those of you who have transferred from other units in the task force will be already acquainted with this information, so this is mostly directed at those of you who are new to the Republic Shield.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Many of you fought in the time of the Rebellion, and not all of you have flown under the colours of the New Republic; other than the hit-and-fade mission you undertook a few days ago, of course. While the services of the Alliance veterans among you were crucial during some of the darkest times of the galaxy, you are needed again to help drive the remnants of the Empire to oblivion.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You might still be wondering why you have been activated for duty and placed in this unit, and I&#039;ll get to that shortly. I understand that there seems to be a consensus that the Galactic Civil War is over. Some people classify it as ending with the Emperor&#039;s death, or the formation of the New Republic, or even the capitulation of Coruscant to the New Republic. These notions seem to be carried by civilians to make themselves feel more secure, or politicians to help gain supporters, but I have heard this idea being propagated by members of the New Republic Defence Force, too. In short, anyone who believes the civil war to be over is wrong.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
For any of us fighting the remnants of the Empire out on the fringes, it is only all too apparent that the war is not over. The galactic situation might not be as dire as it was during the time of the Rebellion, but if we falter in our duty to crush the remains of the Imperial forces then the Empire will surely re-establish itself. Many of you have probably heard the rumours of a new Imperial commander rallying the warlords and remnants of the fragmented Imperial military into a more serious threat; into something that has more of a chance of standing against the New Republic. These rumours can be considered confirmed, especially with the loss of an entire New Republic task group of four Assault Frigates and three wings of X-wings to a lone Star Destroyer near Obroa-skai a few weeks ago. The Emperor is dead, and Coruscant is ours, but the Empire is still a grave concern.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As of two months ago our task force suffered the worst attack in its history. A massive Imperial fleet entered the Greeop Sector and laid waste to the RS capital of Blerthmore, ruining the surface command centre, devastating our primary shipyards, and decimating our operational fleet. Over forty thousand New Republic personnel lost their lives in this attack. They gave their lives to ensure that the Imperial force was repulsed, and to ensure that we did not yield our territory to Imperial tyranny.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
In direct response to this attack, most of the task force has been consolidated into the Subterrel Strike Force, and in the past month Admiral Raven has led the strike force from RS territory to the Subterrel Sector, and battled the Imperial forces holding the region. However the situation has revealed itself to be . . . a little more complicated than anticipated.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Four years ago, almost to the day, Task Force Republic Shield was established here in the Outer Rim, charged with the duty of keeping the Imperial forces of the region in check and preventing them from advancing along the trade routes and striking at more populous New Republic worlds. And during this time we have done so successfully, halting Imperial advances through the Minos Cluster and Cadrel Expanse, and even driving them back from their forward bases in the Binaural Sector to the point where they were mostly contained in the Aurora Sector.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
However it seems we have not been fighting a wholly unified foe. As far as Intel can determine, the Imperial forces in the region have suffered a major split at some point in the last year or so. Why? We have no idea, and isn&#039;t really as important as the tactical advantage it gives us. All we really know is that Imperial forces are concentrated in this region of space, and are being torn apart by internal strife. Even if they hadn&#039;t brought us into this conflict with the bloody assault on Blerthmore, it would be in our best interests to hit them while they&#039;re divided. And divided they are: there are two Imperial fleets in the sector, and they fight each other with as much ferocity as they do us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now, we don&#039;t know what the Imperial battle groups are so fanatically fighting over out here. The Subterrel Sector is not exactly a treasure trove, or location of any particular strategic value. In fact, all that seems to be of interest in this sector are archeological digs on Polis Massa and mining ventures on Subterrel; neither of which the Imperial forces seem particularly interested in. This sector is mostly uninhabited by spacefaring civilisation, and the few populated worlds are being largely ignored by the Imperial invasion forces. It is possible that this location itself is incidental, and these two Imperial groups are only interesting in wiping each other out. We don&#039;t really know; Intel have been working extensively to determine what is going on out here and don&#039;t seem to really have a clue.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
All we really know is that to achieve our prime directives of keeping the Imperial forces out here on the Rim occupied, and to prevent them threatening coreward parts of the New Republic we are to take advantage of their division and try to cause them as much damage as possible.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Now this is where Zealot comes in. Admiral Raven has been doing an admirable job in leading the Subterrel Strike Force in its campaign against the enemy forces. However, both Imperial fleets outnumber the strike force drastically. Current estimates are about three to one, against. Meaning that either one of the Imperial fleets outnumber us three to one, and if they ever decided to ally themselves against us, it would be six to one. And while I am sure the Admiral would never willingly admit it, as far as a stand up fight goes, this is not one that we can win easily. In fact, the only thing we can be grateful for is that they seem to hate each other as much as they hate us. If they considered the SSF to be more of a threat to their plans, we would expect them to ally themselves against us. They have not, and we must push this advantage. By the time they realise what a dire threat the strike force is, we need them to be incapacitated so much that all they can do is regret their previous lack of action against us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have been assembled to fulfil our needs for a special operations division that can infiltrate enemy lines and undertake black-ops missions, sabotaging and maiming the enemy from within. While Admiral Raven will be leading the Subterrel Strike Force in a direct military campaign against our enemies, you will be the hidden and lethal force that erodes them from within, weakening them sufficiently for the strike force to defeat in open battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
These are the operational objectives for the unit, and you will find that you have a much greater deal of flexibility regarding how you achieve these outcomes compared to other units in the New Republic. And you won&#039;t necessarily always be operating covertly, even though it is our intention for you to do so normally. I am sure that the amount of explosions and hell-raising you&#039;ll be causing will definitely involve you in some of the largest up-front battles in the campaign. So if any of you are feeling particularly bloodthirsty, fear not: you will have more than enough opportunity to cause your own dose of hurt to these Imperial bastards.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ . . . ]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Operational History==&lt;br /&gt;
===Tour 1===&lt;br /&gt;
*[[Zealot&#039;s Beginnings (Pre-104)]]&lt;br /&gt;
*[[The Skirmish at Relin (104)]]&lt;br /&gt;
*[[The Mission to Selaris (105)]]&lt;br /&gt;
*[[The Battle of Rebano (106)]]&lt;br /&gt;
*[[Sightseeing on Naboo (107)]]&lt;br /&gt;
*[[Evacuation of Aphene (108)]]&lt;br /&gt;
*[[Occupation of Aphene (109)]]&lt;br /&gt;
*[[The Battle of the Maxite Belt (110)]]&lt;br /&gt;
*[[Infiltrate Penumbra (111)]]&lt;br /&gt;
===Tour 2===&lt;br /&gt;
*[[Elenian Bound (201)]]&lt;br /&gt;
*[[Location Unknown (203)]]&lt;br /&gt;
&lt;br /&gt;
===Zealot 101 Redux===&lt;br /&gt;
*[[Homecoming (301)]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.rebelsquadrons.org/roster/wing?id=852 Roster]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wings]]&lt;br /&gt;
[[Category:Redemption Fleet]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Essia&amp;diff=25027</id>
		<title>Essia</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Essia&amp;diff=25027"/>
		<updated>2014-07-18T13:30:46Z</updated>

		<summary type="html">&lt;p&gt;Sconn: Created page with &amp;quot;Essia is the primary, capital world of the Lithra System.  Its capital city is Jura.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essia is the primary, capital world of the Lithra System.  Its capital city is Jura.&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24970</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=24970"/>
		<updated>2014-07-03T19:23:33Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Current 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 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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24969</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=24969"/>
		<updated>2014-07-03T17:17:34Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Current 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 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_Ua3psOVljQ0l6MU0/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24968</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=24968"/>
		<updated>2014-07-03T14:23:04Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Current 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 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_UQTV1bUFfSUZLbWM/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24955</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=24955"/>
		<updated>2014-07-02T22:01:55Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Current 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 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_US0FCbjBaVDlaejQ/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24954</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=24954"/>
		<updated>2014-07-02T12:38:42Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &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 Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTzlPOFRnRnhxbE0/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_US0FCbjBaVDlaejQ/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24953</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=24953"/>
		<updated>2014-07-02T12:38:08Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Current 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 Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTzlPOFRnRnhxbE0/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_US0FCbjBaVDlaejQ/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24952</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=24952"/>
		<updated>2014-07-02T12:37:37Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &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 Missions==&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_UTzlPOFRnRnhxbE0/edit?usp=sharing RS ITOD 2: Operation Urgent Light]&lt;br /&gt;
[https://drive.google.com/file/d/0B7SzYaf3_X_US0FCbjBaVDlaejQ/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://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>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=X-Wing_Miniatures&amp;diff=24936</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=24936"/>
		<updated>2014-06-28T04:10:02Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &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;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Allegiance_Battle_Group&amp;diff=24931</id>
		<title>Allegiance Battle Group</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Allegiance_Battle_Group&amp;diff=24931"/>
		<updated>2014-06-23T23:54:02Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg|d6}}&lt;br /&gt;
{{Organization infobox|&lt;br /&gt;
|image=[[File:abg.gif]]&lt;br /&gt;
|name=Allegiance Battle Group&lt;br /&gt;
|founder=*[[John &amp;quot;Speedy&amp;quot; Gonzalez]]&lt;br /&gt;
*&#039;&#039;Richard &amp;quot;Bloodstripe&amp;quot; Tan&#039;&#039;&lt;br /&gt;
|leader=Fleet Admiral [[Michael Raven]]&lt;br /&gt;
|members=&lt;br /&gt;
|headquarters=Bethlamore&lt;br /&gt;
|locations=Baphomet System&lt;br /&gt;
|formed=&lt;br /&gt;
|founded=6 June 2002&lt;br /&gt;
|reorganized=5 May 2011&lt;br /&gt;
|fragmented=&lt;br /&gt;
|dissolved=&lt;br /&gt;
|restored=&lt;br /&gt;
|assigned=&lt;br /&gt;
|unit=&lt;br /&gt;
|subunits=&lt;br /&gt;
|}}&lt;br /&gt;
The Allegiance Battle Group, or ABG, is the primary [[roleplaying]] group of the [[Rebel Squadrons]].  Currently led by Fleet Admiral [[Michael Raven]], the ABG uses a modified version of the [[D6 Roleplaying]] system for dice-based [[Allegiance Battle Group New Member Information#Standard Sims|simming]], but also does some [[Allegiance Battle Group New Member Information#Character Sims|freeform]]. The main information for the ABG is in the [[:Category:Allegiance Battle Group|ABG category]] where you can find more in depth information.&lt;br /&gt;
&lt;br /&gt;
== In-Universe Information ==&lt;br /&gt;
The Allegiance Battle Group is a task force, led by Jedi Master Morrigan Killia, of the main [[Rebel Squadrons]] fleet. Their mission is to defend the [[Baphomet system]] and the rest of Rebel Squadrons-held space from hostile incursions. They make their base out of a Golan III platform, known as &#039;&#039;[[Baphomet Command]]&#039;&#039;, which orbits over [[Bethlamore]].&lt;br /&gt;
&lt;br /&gt;
* [http://rpg.rebelsquadrons.org/ Allegiance Battle Group]: Their main website and character database&lt;br /&gt;
* [[Great Temple of Adhe Zion]]: The primary base of the ABG&lt;br /&gt;
* [http://rebelsquadrons.org/forums/viewforum.php?f=16 ABG Forum]: The messaging board of the ABG&lt;br /&gt;
&lt;br /&gt;
For a listing of the larger space forces available to the Allegiance Battle Group, consult the [[ABG Order of Battle]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Rebel Squadrons&#039; Simulations and Role-Playing Division, once known as Allegiance Wing, has been around since the dawn of the organization. Founded a while back as the Jedi Knights, a group who simmed against various of the old Rebel Squadron&#039;s enemies, it disappeared until it resurfaced under many different titles but still under the same concept. Though several leaders has passed through the hallowed halls of the Sim Division&#039;s Command Center, it still remains to be an integral part of the Rebel Squadrons serving as a home to those die-hard fans of Star Wars Role-Players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fleets}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fleets and Divisions]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24929</id>
		<title>The Old Republic</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24929"/>
		<updated>2014-06-23T23:25:32Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Scoring for RS Scoring Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Old Republic&#039;&#039;&#039;, often abbreviated as SWTOR, is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
# Edit your RS profile to reflect that you&#039;re playing TOR.  Go to &#039;&#039;&#039;Edit Profile&#039;&#039;&#039;, then click on &#039;&#039;&#039;Edit Games Played&#039;&#039;&#039; and mark the checkbox for The Old Republic MMO.&lt;br /&gt;
# Review the [http://rebelsquadrons.org/forums/viewforum.php?f=58 RS TOR forums and introduce yourself].&lt;br /&gt;
# [http://www.rebelsquadrons.org/gaming?game=TOR See here for information on joining the guild.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring for RS Scoring Sessions ==&lt;br /&gt;
&#039;&#039;For all RS TOR scoring, regardless of format, detailed comments are expected.  Please see below for specific format requirements:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daily Login&#039;&#039;&#039; - 2 points, once per day, regardless of how many toons you log in.  Report must be submitted on the same day the login takes place - &#039;&#039;&#039;may not be submitted retroactively&#039;&#039;&#039;.  &#039;&#039;Comments should include name of toon you logged in as and the date you&#039;re reporting for.&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Flashpoints&#039;&#039;&#039; - 2 points, per participating RSer, per flashpoint, doubling for hard and nightmare mode.  Screenshot must be submitted and include confirmation of final bosses&#039; defeat and all participating RSers.  For example, if two RSers run Esseles together on new characters, they each get 4 points. &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroics&#039;&#039;&#039; - 1 point, per participating RSer, per heroic.  Screenshot must include confirmation of final objective and all participating RSers.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Questing Together&#039;&#039;&#039; - 1 point per 30 minutes of questing together.  The same player must submit timestamped screenshots showing start and end time with the submission and capturing both players.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.  Please include the length of time you quested for.  Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis.  Character B leveled up from 37 to 39.   Character A leveled up from 40 to 41&amp;quot;.&#039;&#039;&lt;br /&gt;
*[http://www.rebelsquadrons.org/tor/mp_nc_match?id=117 This is a good example of a Flashpoint report].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.rebelsquadrons.org/tor/ RS TOR Reporters for Scoring]&lt;br /&gt;
* [http://www.swtor.com/ swtor.com - Official website]&lt;br /&gt;
* [http://www.wikiswtor.com/Swtor_Wiki SW:TOR Wiki]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic SW:TOR Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24928</id>
		<title>The Old Republic</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24928"/>
		<updated>2014-06-23T23:21:56Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Old Republic&#039;&#039;&#039;, often abbreviated as SWTOR, is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
# Edit your RS profile to reflect that you&#039;re playing TOR.  Go to &#039;&#039;&#039;Edit Profile&#039;&#039;&#039;, then click on &#039;&#039;&#039;Edit Games Played&#039;&#039;&#039; and mark the checkbox for The Old Republic MMO.&lt;br /&gt;
# Review the [http://rebelsquadrons.org/forums/viewforum.php?f=58 RS TOR forums and introduce yourself].&lt;br /&gt;
# [http://www.rebelsquadrons.org/gaming?game=TOR See here for information on joining the guild.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring for RS Scoring Sessions ==&lt;br /&gt;
&#039;&#039;For all RS TOR scoring, regardless of format, detailed comments are expected.  Please see below for specific format requirements:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daily Login&#039;&#039;&#039; - 2 points, once per day, regardless of how many toons you log in.  Report must be submitted on the same day the login takes place - &#039;&#039;&#039;may not be submitted retroactively&#039;&#039;&#039;.  &#039;&#039;Comments should include name of toon you logged in as and the date you&#039;re reporting for.&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Flashpoints&#039;&#039;&#039; - 2 points, per participating RSer, per flashpoint, doubling for hard and nightmare mode.  Screenshot must be submitted and include confirmation of final bosses&#039; defeat and all participating RSers.  For example, if two RSers run Esseles together on new characters, they each get 4 points. &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroics&#039;&#039;&#039; - 1 point, per participating RSer, per heroic.  Screenshot must include confirmation of final objective and all participating RSers.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Questing Together&#039;&#039;&#039; - 1 point per 30 minutes of questing together.  The same player must submit timestamped screenshots showing start and end time with the submission and capturing both players.  &#039;&#039;Comments should include the toon names and RS names (nicknames are fine) of all participating RSers.  Please include the length of time you quested for.  Please include specifics about what was done - for example, &amp;quot;Character A helped Character B with quests on Belsavis.  Character B leveled up from 37 to 39.   Character A leveled up from 40 to 41&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.rebelsquadrons.org/tor/ RS TOR Reporters for Scoring]&lt;br /&gt;
* [http://www.swtor.com/ swtor.com - Official website]&lt;br /&gt;
* [http://www.wikiswtor.com/Swtor_Wiki SW:TOR Wiki]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic SW:TOR Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24927</id>
		<title>The Old Republic</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic&amp;diff=24927"/>
		<updated>2014-06-23T23:05:51Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Old Republic&#039;&#039;&#039;, often abbreviated as SWTOR, is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
# Edit your RS profile to reflect that you&#039;re playing TOR.  Go to &#039;&#039;&#039;Edit Profile&#039;&#039;&#039;, then click on &#039;&#039;&#039;Edit Games Played&#039;&#039;&#039; and mark the checkbox for The Old Republic MMO.&lt;br /&gt;
# Review the [http://rebelsquadrons.org/forums/viewforum.php?f=58 RS TOR forums and introduce yourself].&lt;br /&gt;
# [http://www.rebelsquadrons.org/gaming?game=TOR See here for information on joining the guild.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring for RS Scoring Sessions ==&lt;br /&gt;
*&#039;&#039;&#039;Daily Login&#039;&#039;&#039; - 2 points, once per day, regardless of how many toons you log in.  Report must be submitted on the same day the login takes place - &#039;&#039;&#039;may not be submitted retroactively&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Flashpoints&#039;&#039;&#039; - 2 points, per participating RSer, per flashpoint, doubling for hard and nightmare mode.  Screenshot must be submitted and include confirmation of final bosses&#039; defeat and all participating RSers.  For example, if two RSers run Esseles together on new characters, they each get 4 points.&lt;br /&gt;
*&#039;&#039;&#039;Heroics&#039;&#039;&#039; - 1 point, per participating RSer, per heroic.  Screenshot must include confirmation of final objective and all participating RSers.&lt;br /&gt;
*&#039;&#039;&#039;Questing Together&#039;&#039;&#039; - 1 point per 30 minutes of questing together.  The same player must submit timestamped screenshots showing start and end time with the submission and capturing both players.  &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.rebelsquadrons.org/tor/ RS TOR Reporters for Scoring]&lt;br /&gt;
* [http://www.swtor.com/ swtor.com - Official website]&lt;br /&gt;
* [http://www.wikiswtor.com/Swtor_Wiki SW:TOR Wiki]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic SW:TOR Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game information]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23367</id>
		<title>The Old Republic:Scoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23367"/>
		<updated>2012-05-25T18:21:49Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Guild Assistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are thoughts on adding TOR to the session scoring. When responding with thoughts/ideas either use the talk page, or add 2 new lines, comment, and then put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (4 tildes) after your comment. That will sign your comment for you&lt;br /&gt;
&lt;br /&gt;
==General stuff==&lt;br /&gt;
Logging in, per day: 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log in every day, YAY! How do I prove it? [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about just sending an email to an admin toon upon login?  Like...email one of your toons and one of Daryus&#039;s when you log in?  that will timestamp automatically, right?  --[[User:Sconn|Sconn]] 15:56, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That would work for me!--[[User:Daryus ZalynCya|Daryus ZalynCya]] 01:49, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That would require someone to log in every day/night to verify. Not to mention, how many people are going to forget? or even want to do this? I&#039;m ok with it, people can email me all they want, I don&#039;t mind. [[User:ThePoet444|Joshua Hawkins]] 06:08, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think someone would HAVE to log in every day to check.  Like...if I log in every day, M-F and send you an email every day, but you don&#039;t log in until Saturday, those emails are still gonna be sitting in your inbox, so you could just check it on the weekend and credit me 10 points.  If people forget to email you when they&#039;re logged in, well, that&#039;s their problem.  It&#039;s just like if they forget to take a screenshot when reporting a flight sim. --[[User:Sconn|Sconn]] 14:19, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Credit Contributions==&lt;br /&gt;
1K credits = 1 point.  Josh will have to work out DR on this - for a while we do want to be encouraging credit donations so that we can buy more vaults, etc.  I have notes suggesting DR kicks in after 5K credits...thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can spread the DR out on this 5K= 95%dr, 7.5K =90%...yadda yadda Shouldn&#039;t be too hard to work something smooth out. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Item Contributions==&lt;br /&gt;
*Orange Gear - 5 points per item&lt;br /&gt;
*Stack of Blue Materials - 5 points for every 10 units (1 stack of 10 = 5 pts, 1 stack of 20 = 10 pts)&lt;br /&gt;
*Stack of Purple Materials - 10 points for every 5 units.&lt;br /&gt;
*Mission Discoveries (any skill):  Level 0-100 = 1 point, 101-200 = 2 points, 201-300 = 3 points, 301-400 = 4 points.&lt;br /&gt;
*Schematics - 2 points for regular schematics, 4 points for &amp;quot;orange&amp;quot; schematics.&lt;br /&gt;
*Blue Gear - 2 points/item&lt;br /&gt;
*Purple Gear - 4 points/item&lt;br /&gt;
*Green Gear - do not donate green gear.  Sell it, and give us the credits.  We like credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stuff we can verify by screenshot of the ledger page. That&#039;s not a problem. Even if someone wants to be sneaky and have an alt remove it and then mail it to them and resubmit it, we can catch it and deny future reports. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashpoints== &lt;br /&gt;
Treated the same way as we currently treat RS matches.  Must be done with 1 other RSer.&lt;br /&gt;
&lt;br /&gt;
2 points per RSer per flashpoint, doubles for a hardmode flashpoint, triples for a nightmare mode flashpoint.  So if Sconn and Josh run Esseles together, normal mode, that&#039;s worth 4 points for both of us.  If Daryus runs it with us, we all get 6 points, if 4 of us run it together, that&#039;s worth 8 points.  If we all run it HM, that would be 16, NM 32.  Thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. All RSers would need to submit screenshots and we would just need a screen shot of the final boss, during conversation would be awesome, during combat would be cool, after combat and taking a pic of the epic enemy codex, not so cool. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
Could also treat Heroics the same way as flashpoints outlined above, just obviously no HM/NM...only problem is if we take level 50 chars and run level 10 heroics...any thoughts there too?  Maybe just 1 pt/RSer for Heroics?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroics I would treat like above, just 1 point per RSer, so 2 RSers we get 2 points, 3 for 3, 4 for 4.. Heroics aren&#039;t as tough as the flashpoints. Again, taking screenshots of whatever the final objective is. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questing Together==&lt;br /&gt;
These points are handled the same way we handle duration points (1 pt/hour?) - must be questing with at least one other RSer, I suppose we could stack it similar to flashpoints and add another pt/hour for each RSer beyond 2, so 3 people questing together would be 2 points/hour, 4 together would be 3pts/hour.  Just an idea, not really committed to it.  This needs to be submitted with screenshot proof - the same player must take a screenshot at the beginning and end (to avoid time zone discrepancies - if I were questing with Josh or Adam being on EST with me on CST, I could take the &amp;quot;start&amp;quot; screenshot, and they could take the &amp;quot;end&amp;quot; screenshot, and because EST is +1 hour from CST, we would gain an extra hour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. I&#039;ll have to ponder how I want the reporter to look, but it&#039;s doable. :) [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Assistance==&lt;br /&gt;
1. Helping a guildie with a story mission or quest - 5 points for the helper, 1 point for the person being helped.  This would be a situation where a lower level character is trying to beat a story quest or something, can&#039;t do it, asks for help from a higher level player in the guild, but it&#039;s not a heroic, flashpoint or questing together situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awesome idea, How do we score it? screenshot mid battle? Most people will forget or be too busy concentrating on killing to take screenies.. &lt;br /&gt;
[[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hrmm...I mean, I&#039;d hope to use the honor system on this, and have both the helper and the helpee report it to the guildmaster/PC?  Since most content is soloable, this situation shouldn&#039;t be coming up like...often, right? --[[User:Sconn|Sconn]] 15:59, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Crafting Requests - didn&#039;t flesh this out much, but the idea is that someone posts a request for a specific item, or a type of item on the forums, and someone else crafts it.  The person who crafts it receives X# of points depending on the difficulty of the item?   We talked about a range of 2-10 points per item depending on the level of the item, how expensive the mats are, etc...I&#039;m not sure how to set that up though?  Here&#039;s what I&#039;m thinking initially, but really open to improvements on this:&lt;br /&gt;
&lt;br /&gt;
1 pt per level requirement of the item in the tens column, lvl 1-10, 1 pt, lvl 11-20 2 pts, 21-30 3 pts, 31-40, 4 pts, 40+ 5 pts&lt;br /&gt;
&lt;br /&gt;
AND then, an additional point bonus for the level of the item beyond green - 1 pt for blue, 3 pts for purple, 5 points for orange and/or augmented...?  This would mean that a level 40+ orange item would be worth 10 points.&lt;br /&gt;
&lt;br /&gt;
...only concern is making it fair for professions without &amp;quot;oranges&amp;quot;...so things like armorings, mods, enhancements, barrels...?  Need help here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be fleshed out, but lets hold off on implementing this for right now. This is a bit more complicated to score/report. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m ok putting this part (crafting requests) on the backburner for now and just have people work it out between themselves, like...bartering or credits or something until we get it figured out.  --[[User:Sconn|Sconn]] 14:21, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TOR Medals==&lt;br /&gt;
Adam, not sure what else you can cook up here, but here&#039;s what Josh and I discussed initially.&lt;br /&gt;
&lt;br /&gt;
Medal for Level 50 - can/should be awarded multiple times, I think?&lt;br /&gt;
Crafting/profession medals - one medal for each 100 points, so like...Cybertech 100 = bronze cybertech, 200 = silver cybertech, 300 = gold cybertech 400 = platinum cybertech...should each profession have its own medal then?&lt;br /&gt;
&lt;br /&gt;
Maybe we can also offer medals for various in-game type things, like most flashpoints played with another RSer in a scoring period, most guild contributions in a scoring period, most items crafted for others in a scoring period, etc?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The forum also has a list of medals/ribbons thoughts as well. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
To address Adam&#039;s concerns re: medal categories - I believe that if we keep it small initially, both the Level 50 medals and the crafting/profession medals could fall under the &amp;quot;Accomplishment&amp;quot; section of medals?  --[[User:Sconn|Sconn]] 16:00, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;ll just setup the TOR Fleet for medals that way we don&#039;t have to bog down the main RS stuff.. it&#039;ll be easier than creating a new catagory believe it or not. [[User:ThePoet444|Joshua Hawkins]] 06:05, 25 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23366</id>
		<title>The Old Republic:Scoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23366"/>
		<updated>2012-05-25T18:19:12Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* General stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are thoughts on adding TOR to the session scoring. When responding with thoughts/ideas either use the talk page, or add 2 new lines, comment, and then put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (4 tildes) after your comment. That will sign your comment for you&lt;br /&gt;
&lt;br /&gt;
==General stuff==&lt;br /&gt;
Logging in, per day: 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log in every day, YAY! How do I prove it? [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about just sending an email to an admin toon upon login?  Like...email one of your toons and one of Daryus&#039;s when you log in?  that will timestamp automatically, right?  --[[User:Sconn|Sconn]] 15:56, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That would work for me!--[[User:Daryus ZalynCya|Daryus ZalynCya]] 01:49, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That would require someone to log in every day/night to verify. Not to mention, how many people are going to forget? or even want to do this? I&#039;m ok with it, people can email me all they want, I don&#039;t mind. [[User:ThePoet444|Joshua Hawkins]] 06:08, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think someone would HAVE to log in every day to check.  Like...if I log in every day, M-F and send you an email every day, but you don&#039;t log in until Saturday, those emails are still gonna be sitting in your inbox, so you could just check it on the weekend and credit me 10 points.  If people forget to email you when they&#039;re logged in, well, that&#039;s their problem.  It&#039;s just like if they forget to take a screenshot when reporting a flight sim. --[[User:Sconn|Sconn]] 14:19, 25 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Credit Contributions==&lt;br /&gt;
1K credits = 1 point.  Josh will have to work out DR on this - for a while we do want to be encouraging credit donations so that we can buy more vaults, etc.  I have notes suggesting DR kicks in after 5K credits...thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can spread the DR out on this 5K= 95%dr, 7.5K =90%...yadda yadda Shouldn&#039;t be too hard to work something smooth out. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Item Contributions==&lt;br /&gt;
*Orange Gear - 5 points per item&lt;br /&gt;
*Stack of Blue Materials - 5 points for every 10 units (1 stack of 10 = 5 pts, 1 stack of 20 = 10 pts)&lt;br /&gt;
*Stack of Purple Materials - 10 points for every 5 units.&lt;br /&gt;
*Mission Discoveries (any skill):  Level 0-100 = 1 point, 101-200 = 2 points, 201-300 = 3 points, 301-400 = 4 points.&lt;br /&gt;
*Schematics - 2 points for regular schematics, 4 points for &amp;quot;orange&amp;quot; schematics.&lt;br /&gt;
*Blue Gear - 2 points/item&lt;br /&gt;
*Purple Gear - 4 points/item&lt;br /&gt;
*Green Gear - do not donate green gear.  Sell it, and give us the credits.  We like credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stuff we can verify by screenshot of the ledger page. That&#039;s not a problem. Even if someone wants to be sneaky and have an alt remove it and then mail it to them and resubmit it, we can catch it and deny future reports. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashpoints== &lt;br /&gt;
Treated the same way as we currently treat RS matches.  Must be done with 1 other RSer.&lt;br /&gt;
&lt;br /&gt;
2 points per RSer per flashpoint, doubles for a hardmode flashpoint, triples for a nightmare mode flashpoint.  So if Sconn and Josh run Esseles together, normal mode, that&#039;s worth 4 points for both of us.  If Daryus runs it with us, we all get 6 points, if 4 of us run it together, that&#039;s worth 8 points.  If we all run it HM, that would be 16, NM 32.  Thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. All RSers would need to submit screenshots and we would just need a screen shot of the final boss, during conversation would be awesome, during combat would be cool, after combat and taking a pic of the epic enemy codex, not so cool. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
Could also treat Heroics the same way as flashpoints outlined above, just obviously no HM/NM...only problem is if we take level 50 chars and run level 10 heroics...any thoughts there too?  Maybe just 1 pt/RSer for Heroics?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroics I would treat like above, just 1 point per RSer, so 2 RSers we get 2 points, 3 for 3, 4 for 4.. Heroics aren&#039;t as tough as the flashpoints. Again, taking screenshots of whatever the final objective is. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questing Together==&lt;br /&gt;
These points are handled the same way we handle duration points (1 pt/hour?) - must be questing with at least one other RSer, I suppose we could stack it similar to flashpoints and add another pt/hour for each RSer beyond 2, so 3 people questing together would be 2 points/hour, 4 together would be 3pts/hour.  Just an idea, not really committed to it.  This needs to be submitted with screenshot proof - the same player must take a screenshot at the beginning and end (to avoid time zone discrepancies - if I were questing with Josh or Adam being on EST with me on CST, I could take the &amp;quot;start&amp;quot; screenshot, and they could take the &amp;quot;end&amp;quot; screenshot, and because EST is +1 hour from CST, we would gain an extra hour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. I&#039;ll have to ponder how I want the reporter to look, but it&#039;s doable. :) [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Assistance==&lt;br /&gt;
1. Helping a guildie with a story mission or quest - 5 points for the helper, 1 point for the person being helped.  This would be a situation where a lower level character is trying to beat a story quest or something, can&#039;t do it, asks for help from a higher level player in the guild, but it&#039;s not a heroic, flashpoint or questing together situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awesome idea, How do we score it? screenshot mid battle? Most people will forget or be too busy concentrating on killing to take screenies.. &lt;br /&gt;
[[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hrmm...I mean, I&#039;d hope to use the honor system on this, and have both the helper and the helpee report it to the guildmaster/PC?  Since most content is soloable, this situation shouldn&#039;t be coming up like...often, right? --[[User:Sconn|Sconn]] 15:59, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Crafting Requests - didn&#039;t flesh this out much, but the idea is that someone posts a request for a specific item, or a type of item on the forums, and someone else crafts it.  The person who crafts it receives X# of points depending on the difficulty of the item?   We talked about a range of 2-10 points per item depending on the level of the item, how expensive the mats are, etc...I&#039;m not sure how to set that up though?  Here&#039;s what I&#039;m thinking initially, but really open to improvements on this:&lt;br /&gt;
&lt;br /&gt;
1 pt per level requirement of the item in the tens column, lvl 1-10, 1 pt, lvl 11-20 2 pts, 21-30 3 pts, 31-40, 4 pts, 40+ 5 pts&lt;br /&gt;
&lt;br /&gt;
AND then, an additional point bonus for the level of the item beyond green - 1 pt for blue, 3 pts for purple, 5 points for orange and/or augmented...?  This would mean that a level 40+ orange item would be worth 10 points.&lt;br /&gt;
&lt;br /&gt;
...only concern is making it fair for professions without &amp;quot;oranges&amp;quot;...so things like armorings, mods, enhancements, barrels...?  Need help here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be fleshed out, but lets hold off on implementing this for right now. This is a bit more complicated to score/report. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TOR Medals==&lt;br /&gt;
Adam, not sure what else you can cook up here, but here&#039;s what Josh and I discussed initially.&lt;br /&gt;
&lt;br /&gt;
Medal for Level 50 - can/should be awarded multiple times, I think?&lt;br /&gt;
Crafting/profession medals - one medal for each 100 points, so like...Cybertech 100 = bronze cybertech, 200 = silver cybertech, 300 = gold cybertech 400 = platinum cybertech...should each profession have its own medal then?&lt;br /&gt;
&lt;br /&gt;
Maybe we can also offer medals for various in-game type things, like most flashpoints played with another RSer in a scoring period, most guild contributions in a scoring period, most items crafted for others in a scoring period, etc?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The forum also has a list of medals/ribbons thoughts as well. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
To address Adam&#039;s concerns re: medal categories - I believe that if we keep it small initially, both the Level 50 medals and the crafting/profession medals could fall under the &amp;quot;Accomplishment&amp;quot; section of medals?  --[[User:Sconn|Sconn]] 16:00, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;ll just setup the TOR Fleet for medals that way we don&#039;t have to bog down the main RS stuff.. it&#039;ll be easier than creating a new catagory believe it or not. [[User:ThePoet444|Joshua Hawkins]] 06:05, 25 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23357</id>
		<title>The Old Republic:Scoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23357"/>
		<updated>2012-05-24T20:00:19Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* TOR Medals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are thoughts on adding TOR to the session scoring. When responding with thoughts/ideas either use the talk page, or add 2 new lines, comment, and then put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (4 tildes) after your comment. That will sign your comment for you&lt;br /&gt;
&lt;br /&gt;
==General stuff==&lt;br /&gt;
Logging in, per day: 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log in every day, YAY! How do I prove it? [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about just sending an email to an admin toon upon login?  Like...email one of your toons and one of Daryus&#039;s when you log in?  that will timestamp automatically, right?  --[[User:Sconn|Sconn]] 15:56, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Credit Contributions==&lt;br /&gt;
1K credits = 1 point.  Josh will have to work out DR on this - for a while we do want to be encouraging credit donations so that we can buy more vaults, etc.  I have notes suggesting DR kicks in after 5K credits...thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can spread the DR out on this 5K= 95%dr, 7.5K =90%...yadda yadda Shouldn&#039;t be too hard to work something smooth out. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Item Contributions==&lt;br /&gt;
*Orange Gear - 5 points per item&lt;br /&gt;
*Stack of Blue Materials - 5 points for every 10 units (1 stack of 10 = 5 pts, 1 stack of 20 = 10 pts)&lt;br /&gt;
*Stack of Purple Materials - 10 points for every 5 units.&lt;br /&gt;
*Mission Discoveries (any skill):  Level 0-100 = 1 point, 101-200 = 2 points, 201-300 = 3 points, 301-400 = 4 points.&lt;br /&gt;
*Schematics - 2 points for regular schematics, 4 points for &amp;quot;orange&amp;quot; schematics.&lt;br /&gt;
*Blue Gear - 2 points/item&lt;br /&gt;
*Purple Gear - 4 points/item&lt;br /&gt;
*Green Gear - do not donate green gear.  Sell it, and give us the credits.  We like credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stuff we can verify by screenshot of the ledger page. That&#039;s not a problem. Even if someone wants to be sneaky and have an alt remove it and then mail it to them and resubmit it, we can catch it and deny future reports. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashpoints== &lt;br /&gt;
Treated the same way as we currently treat RS matches.  Must be done with 1 other RSer.&lt;br /&gt;
&lt;br /&gt;
2 points per RSer per flashpoint, doubles for a hardmode flashpoint, triples for a nightmare mode flashpoint.  So if Sconn and Josh run Esseles together, normal mode, that&#039;s worth 4 points for both of us.  If Daryus runs it with us, we all get 6 points, if 4 of us run it together, that&#039;s worth 8 points.  If we all run it HM, that would be 16, NM 32.  Thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. All RSers would need to submit screenshots and we would just need a screen shot of the final boss, during conversation would be awesome, during combat would be cool, after combat and taking a pic of the epic enemy codex, not so cool. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
Could also treat Heroics the same way as flashpoints outlined above, just obviously no HM/NM...only problem is if we take level 50 chars and run level 10 heroics...any thoughts there too?  Maybe just 1 pt/RSer for Heroics?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroics I would treat like above, just 1 point per RSer, so 2 RSers we get 2 points, 3 for 3, 4 for 4.. Heroics aren&#039;t as tough as the flashpoints. Again, taking screenshots of whatever the final objective is. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questing Together==&lt;br /&gt;
These points are handled the same way we handle duration points (1 pt/hour?) - must be questing with at least one other RSer, I suppose we could stack it similar to flashpoints and add another pt/hour for each RSer beyond 2, so 3 people questing together would be 2 points/hour, 4 together would be 3pts/hour.  Just an idea, not really committed to it.  This needs to be submitted with screenshot proof - the same player must take a screenshot at the beginning and end (to avoid time zone discrepancies - if I were questing with Josh or Adam being on EST with me on CST, I could take the &amp;quot;start&amp;quot; screenshot, and they could take the &amp;quot;end&amp;quot; screenshot, and because EST is +1 hour from CST, we would gain an extra hour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. I&#039;ll have to ponder how I want the reporter to look, but it&#039;s doable. :) [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Assistance==&lt;br /&gt;
1. Helping a guildie with a story mission or quest - 5 points for the helper, 1 point for the person being helped.  This would be a situation where a lower level character is trying to beat a story quest or something, can&#039;t do it, asks for help from a higher level player in the guild, but it&#039;s not a heroic, flashpoint or questing together situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awesome idea, How do we score it? screenshot mid battle? Most people will forget or be too busy concentrating on killing to take screenies.. &lt;br /&gt;
[[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hrmm...I mean, I&#039;d hope to use the honor system on this, and have both the helper and the helpee report it to the guildmaster/PC?  Since most content is soloable, this situation shouldn&#039;t be coming up like...often, right? --[[User:Sconn|Sconn]] 15:59, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Crafting Requests - didn&#039;t flesh this out much, but the idea is that someone posts a request for a specific item, or a type of item on the forums, and someone else crafts it.  The person who crafts it receives X# of points depending on the difficulty of the item?   We talked about a range of 2-10 points per item depending on the level of the item, how expensive the mats are, etc...I&#039;m not sure how to set that up though?  Here&#039;s what I&#039;m thinking initially, but really open to improvements on this:&lt;br /&gt;
&lt;br /&gt;
1 pt per level requirement of the item in the tens column, lvl 1-10, 1 pt, lvl 11-20 2 pts, 21-30 3 pts, 31-40, 4 pts, 40+ 5 pts&lt;br /&gt;
&lt;br /&gt;
AND then, an additional point bonus for the level of the item beyond green - 1 pt for blue, 3 pts for purple, 5 points for orange and/or augmented...?  This would mean that a level 40+ orange item would be worth 10 points.&lt;br /&gt;
&lt;br /&gt;
...only concern is making it fair for professions without &amp;quot;oranges&amp;quot;...so things like armorings, mods, enhancements, barrels...?  Need help here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be fleshed out, but lets hold off on implementing this for right now. This is a bit more complicated to score/report. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TOR Medals==&lt;br /&gt;
Adam, not sure what else you can cook up here, but here&#039;s what Josh and I discussed initially.&lt;br /&gt;
&lt;br /&gt;
Medal for Level 50 - can/should be awarded multiple times, I think?&lt;br /&gt;
Crafting/profession medals - one medal for each 100 points, so like...Cybertech 100 = bronze cybertech, 200 = silver cybertech, 300 = gold cybertech 400 = platinum cybertech...should each profession have its own medal then?&lt;br /&gt;
&lt;br /&gt;
Maybe we can also offer medals for various in-game type things, like most flashpoints played with another RSer in a scoring period, most guild contributions in a scoring period, most items crafted for others in a scoring period, etc?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The forum also has a list of medals/ribbons thoughts as well. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
To address Adam&#039;s concerns re: medal categories - I believe that if we keep it small initially, both the Level 50 medals and the crafting/profession medals could fall under the &amp;quot;Accomplishment&amp;quot; section of medals?  --[[User:Sconn|Sconn]] 16:00, 24 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23356</id>
		<title>The Old Republic:Scoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23356"/>
		<updated>2012-05-24T19:59:05Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Guild Assistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are thoughts on adding TOR to the session scoring. When responding with thoughts/ideas either use the talk page, or add 2 new lines, comment, and then put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (4 tildes) after your comment. That will sign your comment for you&lt;br /&gt;
&lt;br /&gt;
==General stuff==&lt;br /&gt;
Logging in, per day: 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log in every day, YAY! How do I prove it? [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about just sending an email to an admin toon upon login?  Like...email one of your toons and one of Daryus&#039;s when you log in?  that will timestamp automatically, right?  --[[User:Sconn|Sconn]] 15:56, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Credit Contributions==&lt;br /&gt;
1K credits = 1 point.  Josh will have to work out DR on this - for a while we do want to be encouraging credit donations so that we can buy more vaults, etc.  I have notes suggesting DR kicks in after 5K credits...thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can spread the DR out on this 5K= 95%dr, 7.5K =90%...yadda yadda Shouldn&#039;t be too hard to work something smooth out. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Item Contributions==&lt;br /&gt;
*Orange Gear - 5 points per item&lt;br /&gt;
*Stack of Blue Materials - 5 points for every 10 units (1 stack of 10 = 5 pts, 1 stack of 20 = 10 pts)&lt;br /&gt;
*Stack of Purple Materials - 10 points for every 5 units.&lt;br /&gt;
*Mission Discoveries (any skill):  Level 0-100 = 1 point, 101-200 = 2 points, 201-300 = 3 points, 301-400 = 4 points.&lt;br /&gt;
*Schematics - 2 points for regular schematics, 4 points for &amp;quot;orange&amp;quot; schematics.&lt;br /&gt;
*Blue Gear - 2 points/item&lt;br /&gt;
*Purple Gear - 4 points/item&lt;br /&gt;
*Green Gear - do not donate green gear.  Sell it, and give us the credits.  We like credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stuff we can verify by screenshot of the ledger page. That&#039;s not a problem. Even if someone wants to be sneaky and have an alt remove it and then mail it to them and resubmit it, we can catch it and deny future reports. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashpoints== &lt;br /&gt;
Treated the same way as we currently treat RS matches.  Must be done with 1 other RSer.&lt;br /&gt;
&lt;br /&gt;
2 points per RSer per flashpoint, doubles for a hardmode flashpoint, triples for a nightmare mode flashpoint.  So if Sconn and Josh run Esseles together, normal mode, that&#039;s worth 4 points for both of us.  If Daryus runs it with us, we all get 6 points, if 4 of us run it together, that&#039;s worth 8 points.  If we all run it HM, that would be 16, NM 32.  Thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. All RSers would need to submit screenshots and we would just need a screen shot of the final boss, during conversation would be awesome, during combat would be cool, after combat and taking a pic of the epic enemy codex, not so cool. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
Could also treat Heroics the same way as flashpoints outlined above, just obviously no HM/NM...only problem is if we take level 50 chars and run level 10 heroics...any thoughts there too?  Maybe just 1 pt/RSer for Heroics?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroics I would treat like above, just 1 point per RSer, so 2 RSers we get 2 points, 3 for 3, 4 for 4.. Heroics aren&#039;t as tough as the flashpoints. Again, taking screenshots of whatever the final objective is. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questing Together==&lt;br /&gt;
These points are handled the same way we handle duration points (1 pt/hour?) - must be questing with at least one other RSer, I suppose we could stack it similar to flashpoints and add another pt/hour for each RSer beyond 2, so 3 people questing together would be 2 points/hour, 4 together would be 3pts/hour.  Just an idea, not really committed to it.  This needs to be submitted with screenshot proof - the same player must take a screenshot at the beginning and end (to avoid time zone discrepancies - if I were questing with Josh or Adam being on EST with me on CST, I could take the &amp;quot;start&amp;quot; screenshot, and they could take the &amp;quot;end&amp;quot; screenshot, and because EST is +1 hour from CST, we would gain an extra hour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. I&#039;ll have to ponder how I want the reporter to look, but it&#039;s doable. :) [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Assistance==&lt;br /&gt;
1. Helping a guildie with a story mission or quest - 5 points for the helper, 1 point for the person being helped.  This would be a situation where a lower level character is trying to beat a story quest or something, can&#039;t do it, asks for help from a higher level player in the guild, but it&#039;s not a heroic, flashpoint or questing together situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awesome idea, How do we score it? screenshot mid battle? Most people will forget or be too busy concentrating on killing to take screenies.. &lt;br /&gt;
[[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hrmm...I mean, I&#039;d hope to use the honor system on this, and have both the helper and the helpee report it to the guildmaster/PC?  Since most content is soloable, this situation shouldn&#039;t be coming up like...often, right? --[[User:Sconn|Sconn]] 15:59, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Crafting Requests - didn&#039;t flesh this out much, but the idea is that someone posts a request for a specific item, or a type of item on the forums, and someone else crafts it.  The person who crafts it receives X# of points depending on the difficulty of the item?   We talked about a range of 2-10 points per item depending on the level of the item, how expensive the mats are, etc...I&#039;m not sure how to set that up though?  Here&#039;s what I&#039;m thinking initially, but really open to improvements on this:&lt;br /&gt;
&lt;br /&gt;
1 pt per level requirement of the item in the tens column, lvl 1-10, 1 pt, lvl 11-20 2 pts, 21-30 3 pts, 31-40, 4 pts, 40+ 5 pts&lt;br /&gt;
&lt;br /&gt;
AND then, an additional point bonus for the level of the item beyond green - 1 pt for blue, 3 pts for purple, 5 points for orange and/or augmented...?  This would mean that a level 40+ orange item would be worth 10 points.&lt;br /&gt;
&lt;br /&gt;
...only concern is making it fair for professions without &amp;quot;oranges&amp;quot;...so things like armorings, mods, enhancements, barrels...?  Need help here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be fleshed out, but lets hold off on implementing this for right now. This is a bit more complicated to score/report. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TOR Medals==&lt;br /&gt;
Adam, not sure what else you can cook up here, but here&#039;s what Josh and I discussed initially.&lt;br /&gt;
&lt;br /&gt;
Medal for Level 50 - can/should be awarded multiple times, I think?&lt;br /&gt;
Crafting/profession medals - one medal for each 100 points, so like...Cybertech 100 = bronze cybertech, 200 = silver cybertech, 300 = gold cybertech 400 = platinum cybertech...should each profession have its own medal then?&lt;br /&gt;
&lt;br /&gt;
Maybe we can also offer medals for various in-game type things, like most flashpoints played with another RSer in a scoring period, most guild contributions in a scoring period, most items crafted for others in a scoring period, etc?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The forum also has a list of medals/ribbons thoughts as well. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23355</id>
		<title>The Old Republic:Scoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=The_Old_Republic:Scoring&amp;diff=23355"/>
		<updated>2012-05-24T19:56:56Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* General stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are thoughts on adding TOR to the session scoring. When responding with thoughts/ideas either use the talk page, or add 2 new lines, comment, and then put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (4 tildes) after your comment. That will sign your comment for you&lt;br /&gt;
&lt;br /&gt;
==General stuff==&lt;br /&gt;
Logging in, per day: 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log in every day, YAY! How do I prove it? [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about just sending an email to an admin toon upon login?  Like...email one of your toons and one of Daryus&#039;s when you log in?  that will timestamp automatically, right?  --[[User:Sconn|Sconn]] 15:56, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Credit Contributions==&lt;br /&gt;
1K credits = 1 point.  Josh will have to work out DR on this - for a while we do want to be encouraging credit donations so that we can buy more vaults, etc.  I have notes suggesting DR kicks in after 5K credits...thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can spread the DR out on this 5K= 95%dr, 7.5K =90%...yadda yadda Shouldn&#039;t be too hard to work something smooth out. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Bank Item Contributions==&lt;br /&gt;
*Orange Gear - 5 points per item&lt;br /&gt;
*Stack of Blue Materials - 5 points for every 10 units (1 stack of 10 = 5 pts, 1 stack of 20 = 10 pts)&lt;br /&gt;
*Stack of Purple Materials - 10 points for every 5 units.&lt;br /&gt;
*Mission Discoveries (any skill):  Level 0-100 = 1 point, 101-200 = 2 points, 201-300 = 3 points, 301-400 = 4 points.&lt;br /&gt;
*Schematics - 2 points for regular schematics, 4 points for &amp;quot;orange&amp;quot; schematics.&lt;br /&gt;
*Blue Gear - 2 points/item&lt;br /&gt;
*Purple Gear - 4 points/item&lt;br /&gt;
*Green Gear - do not donate green gear.  Sell it, and give us the credits.  We like credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stuff we can verify by screenshot of the ledger page. That&#039;s not a problem. Even if someone wants to be sneaky and have an alt remove it and then mail it to them and resubmit it, we can catch it and deny future reports. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashpoints== &lt;br /&gt;
Treated the same way as we currently treat RS matches.  Must be done with 1 other RSer.&lt;br /&gt;
&lt;br /&gt;
2 points per RSer per flashpoint, doubles for a hardmode flashpoint, triples for a nightmare mode flashpoint.  So if Sconn and Josh run Esseles together, normal mode, that&#039;s worth 4 points for both of us.  If Daryus runs it with us, we all get 6 points, if 4 of us run it together, that&#039;s worth 8 points.  If we all run it HM, that would be 16, NM 32.  Thoughts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. All RSers would need to submit screenshots and we would just need a screen shot of the final boss, during conversation would be awesome, during combat would be cool, after combat and taking a pic of the epic enemy codex, not so cool. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroics==&lt;br /&gt;
Could also treat Heroics the same way as flashpoints outlined above, just obviously no HM/NM...only problem is if we take level 50 chars and run level 10 heroics...any thoughts there too?  Maybe just 1 pt/RSer for Heroics?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroics I would treat like above, just 1 point per RSer, so 2 RSers we get 2 points, 3 for 3, 4 for 4.. Heroics aren&#039;t as tough as the flashpoints. Again, taking screenshots of whatever the final objective is. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Questing Together==&lt;br /&gt;
These points are handled the same way we handle duration points (1 pt/hour?) - must be questing with at least one other RSer, I suppose we could stack it similar to flashpoints and add another pt/hour for each RSer beyond 2, so 3 people questing together would be 2 points/hour, 4 together would be 3pts/hour.  Just an idea, not really committed to it.  This needs to be submitted with screenshot proof - the same player must take a screenshot at the beginning and end (to avoid time zone discrepancies - if I were questing with Josh or Adam being on EST with me on CST, I could take the &amp;quot;start&amp;quot; screenshot, and they could take the &amp;quot;end&amp;quot; screenshot, and because EST is +1 hour from CST, we would gain an extra hour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This could work. I&#039;ll have to ponder how I want the reporter to look, but it&#039;s doable. :) [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Assistance==&lt;br /&gt;
1. Helping a guildie with a story mission or quest - 5 points for the helper, 1 point for the person being helped.  This would be a situation where a lower level character is trying to beat a story quest or something, can&#039;t do it, asks for help from a higher level player in the guild, but it&#039;s not a heroic, flashpoint or questing together situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awesome idea, How do we score it? screenshot mid battle? Most people will forget or be too busy concentrating on killing to take screenies.. &lt;br /&gt;
[[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Crafting Requests - didn&#039;t flesh this out much, but the idea is that someone posts a request for a specific item, or a type of item on the forums, and someone else crafts it.  The person who crafts it receives X# of points depending on the difficulty of the item?   We talked about a range of 2-10 points per item depending on the level of the item, how expensive the mats are, etc...I&#039;m not sure how to set that up though?  Here&#039;s what I&#039;m thinking initially, but really open to improvements on this:&lt;br /&gt;
&lt;br /&gt;
1 pt per level requirement of the item in the tens column, lvl 1-10, 1 pt, lvl 11-20 2 pts, 21-30 3 pts, 31-40, 4 pts, 40+ 5 pts&lt;br /&gt;
&lt;br /&gt;
AND then, an additional point bonus for the level of the item beyond green - 1 pt for blue, 3 pts for purple, 5 points for orange and/or augmented...?  This would mean that a level 40+ orange item would be worth 10 points.&lt;br /&gt;
&lt;br /&gt;
...only concern is making it fair for professions without &amp;quot;oranges&amp;quot;...so things like armorings, mods, enhancements, barrels...?  Need help here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be fleshed out, but lets hold off on implementing this for right now. This is a bit more complicated to score/report. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TOR Medals==&lt;br /&gt;
Adam, not sure what else you can cook up here, but here&#039;s what Josh and I discussed initially.&lt;br /&gt;
&lt;br /&gt;
Medal for Level 50 - can/should be awarded multiple times, I think?&lt;br /&gt;
Crafting/profession medals - one medal for each 100 points, so like...Cybertech 100 = bronze cybertech, 200 = silver cybertech, 300 = gold cybertech 400 = platinum cybertech...should each profession have its own medal then?&lt;br /&gt;
&lt;br /&gt;
Maybe we can also offer medals for various in-game type things, like most flashpoints played with another RSer in a scoring period, most guild contributions in a scoring period, most items crafted for others in a scoring period, etc?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The forum also has a list of medals/ribbons thoughts as well. [[User:ThePoet444|Joshua Hawkins]] 08:07, 24 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User_talk:Sconn&amp;diff=23055</id>
		<title>User talk:Sconn</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User_talk:Sconn&amp;diff=23055"/>
		<updated>2011-12-14T02:18:48Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fauna===&lt;br /&gt;
*Ridgeback Razorbeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flora===&lt;br /&gt;
Filler Text&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User_talk:Sconn&amp;diff=23054</id>
		<title>User talk:Sconn</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User_talk:Sconn&amp;diff=23054"/>
		<updated>2011-12-14T01:31:58Z</updated>

		<summary type="html">&lt;p&gt;Sconn: Created page with &amp;#039;===Fauna=== Filler Text  ===Flora=== Filler Text&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fauna===&lt;br /&gt;
Filler Text&lt;br /&gt;
&lt;br /&gt;
===Flora===&lt;br /&gt;
Filler Text&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User:ThePoet444/roles&amp;diff=23049</id>
		<title>User:ThePoet444/roles</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=User:ThePoet444/roles&amp;diff=23049"/>
		<updated>2011-12-11T21:16:47Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roles everyone will play. IE Job descriptions.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with.. &lt;br /&gt;
&lt;br /&gt;
===Operation Officer:===&lt;br /&gt;
*Responsible for RS scoring, working with FC to made adjustments to scoring system if need be.&lt;br /&gt;
*Make rulings on which activities count for RS scoring with guidance from FC (?)&lt;br /&gt;
*Direct control over PCs.&lt;br /&gt;
**poke,prod,get updates from find new ones, find mission builders, get whatever they need.&lt;br /&gt;
**Do whatever it takes to fix problems that arise, IE find a mission builder, tester, whatever&lt;br /&gt;
*Email FC and XO weekly at best, but bi-weekly at the latest any news and updates. &lt;br /&gt;
*Activities. Since I&#039;m not going to find an activities manager, it might as well be the OO&lt;br /&gt;
**Come up with the Activity of the month/session/whatever&lt;br /&gt;
**Any other fun activity that you can come up with.&lt;br /&gt;
*inform the FC and XO if a PC needs to be removed. (This may effect HC). Give reason why removal is necessary.&lt;br /&gt;
*Probably in charge of ruling on RS fiction for Aurora Cup along with RSFC&lt;br /&gt;
**&#039;&#039;As an aside, we should probably establish critera and decide how the Fiction cup is awarded - I would honestly like to see it be a voting system rather than someone on the staff picking it - whether that&#039;s a vote of like...HC, or like...a handpicked committee, or preferably all members.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Platform Coordinators===&lt;br /&gt;
*Email folks weekly at best, bi-weekly the latest about ongoing missions/updates.leaderboard changes/whatever&lt;br /&gt;
**Email using the platform checkboxes first, but can use rswide as a backup.&lt;br /&gt;
*maintain a team of mission builders/testers as needed (Squads have been provided)&lt;br /&gt;
*email updates to the OO weekly at best, bi-weekly the latest about mission status/news/any important updates/requests/problems/whatever&lt;br /&gt;
*Responsible for maintaining a &amp;quot;how-to&amp;quot; guide posted either on the platform website or the RS Wiki as to how to run and install missions; how to make old games work on new OS&#039;s, that sort of thing.&lt;br /&gt;
**&#039;&#039;As an aside here; we should maybe look into stock pages for the platform coordinators to have too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===High Command===&lt;br /&gt;
*Think tank, discussion group, advisors, and people who will not just sit around doing nothing,&lt;br /&gt;
*Will use Forums to show the RS that HC is active and discussing things. &lt;br /&gt;
**&#039;&#039;I think this will also help with &amp;quot;civility&amp;quot;&#039;&#039;&lt;br /&gt;
*Yahoo group should be used for private discussions.&lt;br /&gt;
*Must be contributing to the club at some level each scoring session (ok...I&#039;d really like this, don&#039;t know if it&#039;s necessarily &amp;quot;fair&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Squad COs===&lt;br /&gt;
*Responsible for maintaining a Squad mailing list to keep in touch in case the main RS email goes down&lt;br /&gt;
*Maintain squad website&lt;br /&gt;
*Encouraging activity w/in Squad&lt;br /&gt;
*First step in CoC&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Rebellion-Era_Simming&amp;diff=22011</id>
		<title>Rebellion-Era Simming</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Rebellion-Era_Simming&amp;diff=22011"/>
		<updated>2011-05-12T02:41:38Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|abg}}&lt;br /&gt;
&lt;br /&gt;
ABG: Rebellion Era Simming&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
&lt;br /&gt;
First Smuggler sim to take place on Sunday February 20th at 3 EST.&lt;br /&gt;
&lt;br /&gt;
Please get a background to Sconn and Skrevski for both of your characters by February 16th. Send them to sconnrs@gmail.com and EMW1824@gmail.com.  &lt;br /&gt;
&lt;br /&gt;
New addition: All Imperial characters my add +2D total to starting Attributes. You can split up the 2D however you wish but you can not go over the 2D limit. &lt;br /&gt;
&lt;br /&gt;
==Timeline and Setting Information==&lt;br /&gt;
Filler Text for Timeline&lt;br /&gt;
&lt;br /&gt;
===Tapani Sector===&lt;br /&gt;
Filler Text for Tapani Sector&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
*Scheduled Sim Times: &lt;br /&gt;
**Main Campaign: Sundays at 3 PM EST.&lt;br /&gt;
**Mid Week Sims: At the moment Wednesdays either 6 or 8 PM EST.&lt;br /&gt;
&lt;br /&gt;
{{Individual_ship|&lt;br /&gt;
|image=[[File:Qfire.JPG]]&lt;br /&gt;
|name= &#039;&#039;The Duty Free&#039;&#039;&lt;br /&gt;
|class=Bulk Cruiser&lt;br /&gt;
|manufacturer= SoroSuub Corporation&lt;br /&gt;
|model=Quasar Fire-class bulk cruiser &lt;br /&gt;
|modifier=&lt;br /&gt;
|sysmods=&lt;br /&gt;
|length=|length=340 meters&lt;br /&gt;
|width=&lt;br /&gt;
|height=&lt;br /&gt;
|max accel=&lt;br /&gt;
|mglt=&lt;br /&gt;
|max speed=&lt;br /&gt;
|engine=Modified&lt;br /&gt;
|hyperdrive=Modified&lt;br /&gt;
|hdsystem=Custom&lt;br /&gt;
|poweroutput=Boosted to an unsafe level.&lt;br /&gt;
|power=&lt;br /&gt;
|shield gen=1020 SBD&lt;br /&gt;
|hull=510 RU&lt;br /&gt;
|sensor=Passive: 60/1D Scan: 70/1D+2 Search: 100/3D Focus: 4/3D&lt;br /&gt;
|target=&lt;br /&gt;
|navigation=&lt;br /&gt;
|avionics=&lt;br /&gt;
|countermeasures=&lt;br /&gt;
|armament=2 Turbolaser Cannons; 4 Tractor Beam Emitters; 2 Warhead Launchers&lt;br /&gt;
|complement=&lt;br /&gt;
|crew=250, 4 gunners&lt;br /&gt;
|skeleton=Impossible&lt;br /&gt;
|passengers=None&lt;br /&gt;
|capacity=200 Metric Tons&lt;br /&gt;
|consumables=6 Standard Months&lt;br /&gt;
|othersystems=&lt;br /&gt;
|role=&lt;br /&gt;
|commission=&lt;br /&gt;
|firstsight=&lt;br /&gt;
|destroyed=&lt;br /&gt;
|retired=&lt;br /&gt;
|lastsight=&lt;br /&gt;
|battles=&lt;br /&gt;
|affiliation=The Shapani Run Syndicate&lt;br /&gt;
|owners=Berus Kiner&lt;br /&gt;
|namedcrew=[http://abg.rebelsquadrons.org/chars/profile?id=1706 Alek Priat, bartender.] [http://abg.rebelsquadrons.org/chars/profile?id=1714 Aari Golladio] [http://abg.rebelsquadrons.org/chars/profile?id=1711 Naars Ragot, Engineer&#039;s Mate] [http://abg.rebelsquadrons.org/chars/profile?id=1713 Zeth Xemo][http://abg.rebelsquadrons.org/chars/profile?id=1708 Thaddeus Seuchuti] &lt;br /&gt;
|captains=Berus Kiner&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==The Shapani Run Syndicate==&lt;br /&gt;
The &#039;&#039;Shapani Run Syndicate&#039;&#039; is a lesser-known criminal organization operating out of the Tapani Sector during the Rebellion Era.  It is named after the place of the criminal syndicate&#039;s origin; the Shapani Run, a hyperroute in the Tapani Sector.  It originated in Pelagia Province and was the fastest route to Cadriaan space that contained the Shapani Bypass, a spur of the longer Rimma Trade Route. The Shapani Run Syndicate is a criminal organization formed within the outskirts of the Pelagia Province in the Tapani Sector.  Formed 10 years BBY by Berus Kiner, an exiled Knight of House Pelagia, the Shapani Run Syndicate dabbles in a little bit of everything criminal: mostly spice rackets and general goods smuggling, but the syndicate has also been known to rig racing events and gambling tournaments.  Shaped loosely on the traditional morals of its founder and captain, the Shapani Run Syndicate has never been involved in slaving or prostitution, but has carved out its own niche within the Tapani Sector with ruthless efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
Character creation for the Shapani Run Syndicate follows [http://abg.rebelsquadrons.org/manual/guide.php?id=1 Standard ABG Character Creation Rules], with the following exceptions.  Characters start with:&lt;br /&gt;
*6 Extra Basic Skills&lt;br /&gt;
*2 Advanced Skills&lt;br /&gt;
*10D to add to Skills instead of 7D.&lt;br /&gt;
*One DC 25 Item from any ABG Creation System, except for Starships/Fighters.&lt;br /&gt;
&lt;br /&gt;
Characters in this unit have the following restrictions:&lt;br /&gt;
*The more unique or unknown your race is; the more likely you will be to attract unwanted attention!&lt;br /&gt;
*Force-Sensitivity is permitted; however, due to the timeline and setting, advancement will be &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; slow.&lt;br /&gt;
&lt;br /&gt;
===The Duty Free===&lt;br /&gt;
The &#039;&#039;Duty Free&#039;&#039; is a modified SoroSuub Quasar Fire-class bulk cruiser, &#039;appropriated&#039; from the House Mecetti fleet just prior to the rise of Palpatine&#039;s New Order.  Admittedly, the ship has seen better days, and is prone to electrical failures, systems outages, and random acts of malfunction.  The &#039;&#039;Duty Free&#039;&#039; &#039;s hold has been modified to an expansive hangar, housing a modest fighter screen composed primarily of uglies, and a handful of small support vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship&#039;s Articles===&lt;br /&gt;
Most pirate and privateer ships are governed by a simple set of rules, agreed upon by all crewmen.  Here are the &#039;&#039;Duty Free&#039;&#039; &#039;s articles set down by Captain Berus Kiner, in his early days as a pirate captain raiding the Nanthri Route.  These rules, considered unquestionable, are subject to change by Captain&#039;s Orders.&lt;br /&gt;
&lt;br /&gt;
#Every crew member shall have a vote, when votes are called, and equal share of provisions found.&lt;br /&gt;
#All booty shall be doled out fairly, under the watch of a group elected by the crew.  Defrauding the ship and crew shall be punished by marooning.&lt;br /&gt;
#No gambling or intoxicants while on duty.&lt;br /&gt;
#Weapons and vacuum suits to be kept clean and serviceable at all times.&lt;br /&gt;
#No minors or idle family.&lt;br /&gt;
#Desertion of one&#039;s battle station is punishable by marooning or death, at the vote of the crew.&lt;br /&gt;
#No fighting on board.  Personal disputes are to be settled planetside by duel.&lt;br /&gt;
#No retirement or disbanding until every crew member has shared 100,000 credits.  The crippled shall receive 80,000 credits out of the public stock, and for lesser wounds proportionately.&lt;br /&gt;
#The captain, engineer, and weapons officer shall receive two shares.  The other officers shall receive one and a half shares.  All other crew members shall receive one share.&lt;br /&gt;
&lt;br /&gt;
===The Restless Pioneer===&lt;br /&gt;
The &#039;&#039;Restless Pioneer&#039;&#039; is a run-down Ghtroc Class 720 freighter operating as part of the &#039;&#039;Duty Free&#039;&#039; &#039;s makeshift &amp;quot;fleet&amp;quot;.  Run-down and haphazardly modified from a lifetime of operation as a smuggler&#039;s vessel, the &#039;&#039;Restless Pioneer&#039;&#039; is possessed of both a trademark odor, as well as an unfortunate reputation amongst the crew of the &#039;&#039;Duty Free&#039;&#039; as a &amp;quot;death ship&amp;quot; due to its inclusion on many ill-fated jobs.&lt;br /&gt;
&lt;br /&gt;
{{Individual_ship|&lt;br /&gt;
|image=&lt;br /&gt;
|name= &#039;&#039;The Restless Pioneer&#039;&#039;&lt;br /&gt;
|class=Class 720 Freighter&lt;br /&gt;
|manufacturer= Ghtroc Corporation&lt;br /&gt;
|model=Quasar Fire-class bulk cruiser &lt;br /&gt;
|modifier=&lt;br /&gt;
|sysmods=&lt;br /&gt;
|length=37meters&lt;br /&gt;
|width=&lt;br /&gt;
|height=&lt;br /&gt;
|max accel=&lt;br /&gt;
|mglt=&lt;br /&gt;
|max speed=800kmh atmosphere&lt;br /&gt;
|engine=Modified&lt;br /&gt;
|hyperdrive=Modified&lt;br /&gt;
|hdsystem=Custom&lt;br /&gt;
|poweroutput=&lt;br /&gt;
|power=&lt;br /&gt;
|shield gen=145 SBD&lt;br /&gt;
|hull=100 RU&lt;br /&gt;
|sensor=Passive: 15/0D Scan: 30/1D Search: 50/3D Focus: 2/4D&lt;br /&gt;
|target=&lt;br /&gt;
|navigation=&lt;br /&gt;
|avionics=&lt;br /&gt;
|countermeasures=&lt;br /&gt;
|armament=Dorsal and Ventral Double Laser Turrets&lt;br /&gt;
|complement=&lt;br /&gt;
|crew=1-2&lt;br /&gt;
|skeleton=1&lt;br /&gt;
|passengers=10&lt;br /&gt;
|capacity=135 Metric Tons&lt;br /&gt;
|consumables=2 Standard Months&lt;br /&gt;
|othersystems=&lt;br /&gt;
|role=&lt;br /&gt;
|commission=&lt;br /&gt;
|firstsight=&lt;br /&gt;
|destroyed=&lt;br /&gt;
|retired=&lt;br /&gt;
|lastsight=&lt;br /&gt;
|battles=&lt;br /&gt;
|affiliation=The Shapani Run Syndicate&lt;br /&gt;
|owners=Berus Kiner&lt;br /&gt;
|namedcrew=[http://abg.rebelsquadrons.org/chars/profile?id=1706 Alek Priat, bartender.] [http://abg.rebelsquadrons.org/chars/profile?id=1714 Aari Golladio] [http://abg.rebelsquadrons.org/chars/profile?id=1711 Naars Ragot, Engineer&#039;s Mate] [http://abg.rebelsquadrons.org/chars/profile?id=1713 Zeth Xemo][http://abg.rebelsquadrons.org/chars/profile?id=1708 Thaddeus Seuchuti] &lt;br /&gt;
|captains=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
As part of &#039;&#039;&#039;Operation: Make Money&#039;&#039;&#039;, players unable to make scheduled sim times, or with ideas that may not neatly fit into a scheduled sim may submit to the GM written fiction for CP and storyline credits.  Submissions may be made on the RS forums or sent to sconnrs@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Tapani Tactical Action Unit (Imperial)==&lt;br /&gt;
The Tapani Tactical Action Unit (TTAU) has been based in the Tapani Sector since the formation of the Empire. It is tasked with the protection of Imperial Assets in the Tapani Sector as well as tracking and hunting down any and all threats to the security of the Empire.&lt;br /&gt;
&lt;br /&gt;
The unit is based on a trumped down company made of up six squads of ISB agents along with two squads of Imperial Security Bureau stormtroopers drawn from COMPNOR&#039;s own cadres. It is a self-contained command with its own droids and intelligence support staff assigned, and takes orders from Moff Laird Gustavu and Imperial authorities back on Coruscant.&lt;br /&gt;
&lt;br /&gt;
The Tactical Unit is also equipped with a pool of small spaceships for use on covert missions; outwardly nondescript, but in fact extensively upgraded with high-tech equipment, arsenals of military hardware, and infiltration equipment. These ships include an old space yacht, several outmoded troop transports, a number of light freighters,and a small squadron of six TIE/Interceptors for tactical defense. &lt;br /&gt;
&lt;br /&gt;
=== Recent History of the Tapani Tactical Action Unit ===&lt;br /&gt;
&lt;br /&gt;
The Tapani Tactical Action Unit recently received information on a major hideout of known pirates and Rebel sympathizers and launched a large raid to destroy the threat once and for all. What they did not know was that the information was planted and that the unit was walking into a trap. Once they arrived at the base, a large yield explosive device was set off, catching two-thirds of the unit in the blast, out right killing them. The Pirates/Rebels were able to make a clean escape with their whereabouts unknown at this time. &lt;br /&gt;
&lt;br /&gt;
The TTAU is now undergoing a complete reorganization as well as breaking in a new commanding officer, Colonel Samuel Dreks. The unit was recently deemed combat ready with one mixed squad of soldiers and intelligence staff being directed to locate the Pirates and Rebels who were responsible for the ambush on Don II in the Freeworlds Region.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
Character creation for the &amp;quot;Imperial&amp;quot; group follows [http://abg.rebelsquadrons.org/manual/guide.php?id=1 Standard ABG Character Creation Rules], with the following exceptions.  Characters start with:&lt;br /&gt;
*32 Basic Skills total&lt;br /&gt;
*3 Advanced Skills&lt;br /&gt;
*10D to add to Skills instead of 7D.&lt;br /&gt;
*+2D to starting Attributes.&lt;br /&gt;
&lt;br /&gt;
Characters in this unit have the following restrictions:&lt;br /&gt;
*&#039;&#039;&#039;NO&#039;&#039;&#039; Force-Sensitive Characters&lt;br /&gt;
*Races are restricted to &#039;&#039;&#039;Human&#039;&#039;&#039; or &#039;&#039;&#039;Near-Human&#039;&#039;&#039; only.&lt;br /&gt;
*Gear will be assigned based on role in the unit.&lt;br /&gt;
&lt;br /&gt;
[[Category: Allegiance Battle Group]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21929</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21929"/>
		<updated>2011-03-20T22:37:16Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
The very &amp;quot;center&amp;quot; of the Central Hub is a large, open stage known as The Auction Block - on any given day, there may be an open auction here for anything from slaves, to ships, to property, artwork or a weapons cache.  The Central Hub itself is basically a busy domed marketplace with all manner of humans and aliens going about their business - it also connects to the Business District and Hospitality Quarter, hence it&#039;s name.  &lt;br /&gt;
&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
*(21) The &amp;quot;Grand&amp;quot; Bianco Hotel and Casino&lt;br /&gt;
*(22) Yulu&#039;s Elegant Suites&lt;br /&gt;
*(23) The Chamber Pots&lt;br /&gt;
*(24) Rancor Ribs&lt;br /&gt;
*(25) Pleasure Sector(Human District)&lt;br /&gt;
*(26) Pleasure Sector (Alien District)&lt;br /&gt;
*(27) Porno the Hutt&#039;s&lt;br /&gt;
&lt;br /&gt;
==Port Bianco Map==&lt;br /&gt;
For the purposes of this map, assume the top of the map is North.&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21928</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21928"/>
		<updated>2011-03-20T22:03:03Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* The Central Hub */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
The very &amp;quot;center&amp;quot; of the Central Hub is a large, open stage known as The Auction Block - on any given day, there may be an open auction here for anything from slaves, to ships, to property, artwork or a weapons cache.  The Central Hub itself is basically a busy domed marketplace with all manner of humans and aliens going about their business - it also connects to the Business District and Hospitality Quarter, hence it&#039;s name.  &lt;br /&gt;
&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
*(21) The &amp;quot;Grand&amp;quot; Bianco Hotel and Casino&lt;br /&gt;
*(22) Yulu&#039;s Elegant Suites&lt;br /&gt;
*(23) The Chamber Pots&lt;br /&gt;
*(24) Rancor Ribs&lt;br /&gt;
*(25) Pleasure Sector(Human District)&lt;br /&gt;
*(26) Pleasure Sector (Alien District)&lt;br /&gt;
*(27) Porno the Hutt&#039;s&lt;br /&gt;
&lt;br /&gt;
==Port Bianco Map==&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21927</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21927"/>
		<updated>2011-03-20T21:43:28Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* The Central Hub */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
The very &amp;quot;center&amp;quot; of the Central Hub is a large, open stage known as The Auction Block - on any given day, there may be an open auction here for anything from slaves, to ships, to property, artwork or a weapons cache.&lt;br /&gt;
&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
*(21) The &amp;quot;Grand&amp;quot; Bianco Hotel and Casino&lt;br /&gt;
*(22) Yulu&#039;s Elegant Suites&lt;br /&gt;
*(23) The Chamber Pots&lt;br /&gt;
*(24) Rancor Ribs&lt;br /&gt;
*(25) Pleasure Sector(Human District)&lt;br /&gt;
*(26) Pleasure Sector (Alien District)&lt;br /&gt;
*(27) Porno the Hutt&#039;s&lt;br /&gt;
&lt;br /&gt;
==Port Bianco Map==&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21926</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21926"/>
		<updated>2011-03-20T21:38:27Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
*(21) The &amp;quot;Grand&amp;quot; Bianco Hotel and Casino&lt;br /&gt;
*(22) Yulu&#039;s Elegant Suites&lt;br /&gt;
*(23) The Chamber Pots&lt;br /&gt;
*(24) Rancor Ribs&lt;br /&gt;
*(25) Pleasure Sector(Human District)&lt;br /&gt;
*(26) Pleasure Sector (Alien District)&lt;br /&gt;
*(27) Porno the Hutt&#039;s&lt;br /&gt;
&lt;br /&gt;
==Port Bianco Map==&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21925</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21925"/>
		<updated>2011-03-20T21:37:34Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Business District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
*(21) The &amp;quot;Grand&amp;quot; Bianco Hotel and Casino&lt;br /&gt;
*(22) Yulu&#039;s Elegant Suites&lt;br /&gt;
*(23) The Chamber Pots&lt;br /&gt;
*(24) Rancor Ribs&lt;br /&gt;
*(25) Pleasure Sector(Human District)&lt;br /&gt;
*(26) Pleasure Sector (Alien District)&lt;br /&gt;
*(27) Porno the Hutt&#039;s&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21924</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21924"/>
		<updated>2011-03-20T21:32:00Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* Business District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
*(20) The Embloodened Fist&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21923</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21923"/>
		<updated>2011-03-20T21:31:11Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* &amp;quot;Hospitality&amp;quot; District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
*(15) Ass &#039;n Titties&lt;br /&gt;
*(16) Corusca Joe&#039;s &lt;br /&gt;
*(17) The Devil&#039;s Punchbowl&lt;br /&gt;
*(18) Doc Maar&#039;s Backalley Chop Shop&lt;br /&gt;
*(19) The Job Board&lt;br /&gt;
&lt;br /&gt;
The open area on the western edge of the Business District is a open bazaar known as &amp;quot;Trader&#039;s Paradise&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21922</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21922"/>
		<updated>2011-03-20T21:24:39Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* &amp;quot;Hospitality&amp;quot; District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21921</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21921"/>
		<updated>2011-03-20T21:24:21Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* &amp;quot;Hospitality&amp;quot; District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
#(18)&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21920</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21920"/>
		<updated>2011-03-20T21:23:57Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* &amp;quot;Hospitality&amp;quot; District */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
#Test&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21919</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21919"/>
		<updated>2011-03-20T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;Sconn: /* The Central Hub */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
#The Itchy Wook Bar&lt;br /&gt;
#Does Not Compute&lt;br /&gt;
#Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#Discount Dinkos&lt;br /&gt;
#Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#Musty&#039;s Stacks&lt;br /&gt;
#Fiangle&#039;s Fineries&lt;br /&gt;
#Merv&#039;s Outfitters&lt;br /&gt;
#Moryne&#039;s Place&lt;br /&gt;
#W&#039;s Clothiers&lt;br /&gt;
#???&lt;br /&gt;
#???&lt;br /&gt;
#The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
	<entry>
		<id>http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21918</id>
		<title>Port Bianco</title>
		<link rel="alternate" type="text/html" href="http://wiki.rebelsquadrons.org/mediawiki-1.43.1/index.php?title=Port_Bianco&amp;diff=21918"/>
		<updated>2011-03-20T21:18:34Z</updated>

		<summary type="html">&lt;p&gt;Sconn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Port Bianco is a shadowport in the Tapani Sector, just off the Shapani Run Bypass.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Filler History Text&lt;br /&gt;
&lt;br /&gt;
==The Central Hub==&lt;br /&gt;
#Lungthyme&#039;s Antiquities&lt;br /&gt;
##The Itchy Wook Bar&lt;br /&gt;
###Does Not Compute&lt;br /&gt;
####Krystah&#039;s Weapon Bazaar&lt;br /&gt;
#####Discount Dinkos&lt;br /&gt;
######Bork&#039;s Crafts &amp;amp; Things&lt;br /&gt;
#######Musty&#039;s Stacks&lt;br /&gt;
########Fiangle&#039;s Fineries&lt;br /&gt;
#########Merv&#039;s Outfitters&lt;br /&gt;
##########Moryne&#039;s Place&lt;br /&gt;
###########W&#039;s Clothiers&lt;br /&gt;
############???&lt;br /&gt;
#############???&lt;br /&gt;
##############The Tech Time Garage&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hospitality&amp;quot; District==&lt;br /&gt;
&lt;br /&gt;
==Business District==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:map.png]]&lt;/div&gt;</summary>
		<author><name>Sconn</name></author>
	</entry>
</feed>