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Do What You Want mXia Mod Rules

ts, and Sectors are by Far O Games LLC licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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Before we talk about Tactical Movement (mXia Mod Rules 6-9), we need to look at the current Rules As Written for what constitutes a Round in Xia…

nes a Player’s Turn as made of 3 Phases, Action, Business (which I’ll call Starport) and Status.
A round is completed when all players have completed all three phases once.

(Business Phase) (Business Phase) (Business Phase)

This creates a situation that I nd problematic (but may not bother others, The Embers expansion contains an improvement that seems to
your mileage may vary): there is a lot of down time between player turns. acknowledge this: Player’s choose an Active mission out of their drawn (and
A player on their turn can do anything - which is good - but requires LOTS of unseen) Mission cards at the very end of their turn. This was a good
decisions to be made - which can understandably slow a player down. improvement, as it spares every player from having to wait while the active
Which means the time between turns gets longer still as a player tries to player reads three or more mission cards, then reads the map to see what is
puzzle out the best option out of a massive set of options. the best choice. This is good. But I think there is room to do a lot more.
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Activation Example 1
mXia Mod 6 Divide up a player’s
Action Phase into Activations:
An Activation is a smaller chunk
Easy Tiger - Action Phase of actions grouped around a
single Main Engine (not impulse)
out

, but broken
up. The captain does all the things they want up
to the point where they would need to activate
their Main Engine again.

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mXia Mod 6: Sequential activations
mXia Mod 7: Simultaneous Starport and Status Phases
mXia Mod 6 With the Action Phase chunked up into Activations, we can use them! When a player’s Activation ends, play passes to the next player.

… So, in this 3-player example, Easy Tiger takes the

Starport Phase

rst.

mXia Mod 7 …then, all players take the Status Phase at the same time.

Simultaneous, for all players, with two exceptions: rst.


2. Claim Existing Title If captains are tied on Fame, you can use the Fame/Asset Based
Titles are claimed in ascending order by Fame Point total (least famous Captain rst) Tiebreakers detailed in mXia Mod 2 Plucky Underdogs. Otherwise, just
3. Draw New Title
settle it with each captain rolling a Ï[d20].
Titles are drawn by the captain whose fame marker triggered the action

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mXia Mod 8: NPCs Have Multiple Activations
One Round - With Mods 6, 7 & 8
mXia Mod 8 Each NPC gets an activation after their assigned player’s Activation. After an NPC’s activation, play passes to the next player.

… This means NPCs will cover a lot more territory.


A Scoundrel who used to be vastly outpaced (5 spaces of movement) will
now move 5 spaces three times (and potentially attack multiple times) in a
single round. They shift from a regional annoyance to a roving threat.
rst.
An Enforcer that moves 6 spaces three times in a round (with the potential
of multiple attacks) is a very di erent animal. Outlaws will now have a
Status Phase persistent - and dangerous - pursuer.
* A Merchant that moves 8 spaces three times in a round is perhaps
unbalanced. Either limit the Merchant to two moves per round or cap the
rst) amount of cR it can accumulate.
3. Draw New Title
Titles are drawn by the captain whose fame marker triggered the action

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ect
Shields Up
Use Gate
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mXia Mod 11: Attacks and Defenses use one out t at a time
Combat Mods, Part I mXia Mod 12: Shields reduce Blaster Damage,
Blasters reduce Missile Damage

First o

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