The HEX

Rules Below

STATS COUNTER

Team CAPS TECH PENALTY HEXES
Mars Team 15 1 0 1
Neptune Team 15 1 0 1
Venus Team 15 1 0 1
Grinch Level 10
  • 1 Pirate Base

    Attack Grantedx0

  • 2 Pirate Base

    Attack Grantedx0

  • 3 Sissubo

    Attack Grantedx1

  • 4 Tech +?

    Attack Grantedx0

  • 5 Esseles

    Attack Grantedx2

  • 6 Pirate Base

    Attack Grantedx0

  • 7 Pirate Base

    Attack Grantedx0

  • 8 Tech +?

    Attack Grantedx0

  • 9 Fostar Haven

    Attack Grantedx3

  • 10 Pirate Base

    Attack Grantedx1

  • 11 Zavian Abyss

    Attack Grantedx1

  • 12 Neptune Team Base

    Attack Grantedx3

  • 13 Galitan

    Attack Grantedx2

  • 14 Tech +?

    Attack Grantedx0

  • 15 Galitan

    Attack Grantedx2

  • 16 Nadiri Dockyards

    Attack Grantedx1

  • 17 Sissubo
    Tech +?

    Attack Grantedx2

  • 18 Galitan
    Tech +?

    Attack Grantedx2

  • 19 Esseles
    Tech +?

    Attack Grantedx2

  • 20 Nadiri Dockyards

    Attack Grantedx1

  • 21 Fostar Haven

    Attack Grantedx3

  • 22 Esseles

    Attack Grantedx2

  • 23 Venus Team Base

    Attack Grantedx3

  • 24 Zavian Abyss
    Tech+?

    Attack Grantedx2

  • 25 Death Star II

    Attack Grantedx0

  • 26 Nadiri Dockyards
    Tech+?

    Attack Grantedx2

  • 27 Pirate Base

    Attack Grantedx1

  • 28 Sissubo

    Attack Grantedx1

  • 29 Tech +?

    Attack Grantedx0

  • 30 Zavian Abyss

    Attack Grantedx1

  • 31 Pirate Base

    Attack Grantedx1

  • 32 Fostar Haven
    Tech +?

    Attack Grantedx2

  • 33 Mars Team Base

    Attack Grantedx3

  • 34 Zavian Abyss

    Attack Grantedx1

  • 35 Tech +?

    Attack Grantedx0

  • 36 Pirate Base

    Attack Grantedx0

  • 37 Sissubo

    Attack Grantedx1

  • 38 Fostar Haven

    Attack Grantedx3

  • 39 Nadiri Dockyards

    Attack Grantedx1

  • 40 Galitan

    Attack Grantedx2

  • 41 Esseles

    Attack Grantedx2

  • 42 Pirate Base

    Attack Grantedx0

  • 43 Pirate Base

    Attack Grantedx0

  • 44 Pirate Base

    Attack Grantedx0

  • 45 Pirate Base

    Attack Grantedx0

  • 46 Tech +?

    Attack Grantedx0

  • 47 Pirate Base

    Attack Grantedx0

  • 48 Pirate Base

    Attack Grantedx0

  • 49 Pirate Base

    Attack Grantedx0

Hex Anatomy

GAMEPLAY

This is a "tabletop" style mixed event (heavily inspired on RISK) which will include Dogfight, Fleet Battle vs AI and Fleet Battles in Star Wars Squadrons. It will also include dogfights and specific missions in X-Wing vs. TIE Fighter and Elite Dangerous. For XvT (unless specified otherwise) play with default craft, default armament and HARD difficulty. For Elite Dangerous play on Horizons: Open Play (not Legacy).

XvT requires the installation of some extra missions. Detailed instructions on installation and files can be found here.

The "tabletop players" will be three teams:

  • Venus
  • Mars
  • Neptune

Players must sign up in TRA discord server, #hex-signups channel. Once signups close, players will vote for whom should be team captain. The top three voted players will be captains, and they will make the official movement calls. Then, teams will be drafted from all signed up players by captains. And once three teams have been created, the teams will be randomly assigned to each captain.

RULES

Basics and Setup

Basics

  • The grid consists of 37 hexagon shaped cells, called "hexes".
  • The winner team is the one that has more hexes at the end of the event, or the team that manages to wipe out the other teams.
  • Three cells are bases (11, 30, and 34), from which each team starts.

The Main Game

  • The game will use a currency that allows attacks and defense of hexes. The currency is "Capital Ships" which will be known as CAPS.
  • Once the game begins, the total time of the event will be divided into "Attack cycles".
  • All teams gain CAPS at the beginning of each cycle depending on the sum of CAPS indicated in the hexes they own at the moment.
  • To try and conquer a new hex, the team must invest CAPS. See specifics below for more info.
  • Tech level will determine what ships and components can be used in Squadrons gameplay at any time. All teams start at tech level 1.

Specifics

Attack Cycles

  • Attack Cycles change on Thursdays and Mondays 18:00hrs UTC/GMT natural time.
  • If a team does not fly a single match in the current Attack cycle, they will not gain "Start of cycle CAPS".

Matchmaking

  • Teams may only match against adjacent hexes in any mode (except dogfights).
  • Pilots will use Discord role tags to find a game and play it at that moment.
  • Defending hex team always chooses faction. In case of base attacks, defending hex team also chooses map.
  • For pvp matches, you must play even teams. (1v1, 5v5, etc)
  • For pve matches, you can play with any team number, unless specified by hex type.
  • You can only issue one pvp challenge every day. (6 a.m. UTC). You may however, defend hex challenges without limit.
  • If challenges overlap or are connected somehow, and the outcome is critical to the next challenge made, then challenges should be played and resolved in the order they were issued. Any unforeseen problem that arises from this ruling will be solved by Scorer.
  • If challenges cannot be defended after 24 hours (no player available to fly defense), then the challenge expires with no consequence. After 2 expirations without consequences, an undefended challenge will give the challenger an auto-win.

Winning a HEX

  • In order to win over a hex you must defeat all defending ship slots. If several teams defeat different slots, the team that gets the hex is the one that defeated the last slot. Plan carefully! Yes, this has already happened!
  • Once you have defeated an opponent, you take over the hex and invest additional CAPS to fill in the defending ship slots. You need to invest 3 CAPS per defense slot. If you have not enough CAPS, the system will be empty again, with the defending ship slots restored.

CAPS usage

  • If a team challenges a hex, either versus AI or versus another team, including XvT, the challenger must invest 3 CAPS.
  • Only attacking team invests CAPS. Defending team do not lose CAPS while defending even if they lose the match.
  • If the attacking team wins the Fleet Battle without losing any capital ship, it retains the invested CAPS. This invested CAPS drop everytime a capital ship or flagship for the attacking team is destroyed. This also applies to the new XvT mission.
  • For any mode that does not specify CAPS usage explicitly, losing the mission will destroy the invested CAPS, draws will destroy one CAPS and victories will retain the 3 CAPS.
  • The idea behind CAPS is to simulate the two Nebulon Frigates and MC-75 or two Arquitens Cruisers and Star Destroyer from Squadrons.
  • CAPS has a maximum of 30.

Game Modes

  • To take an unoccupied standard Hex:

    Squadrons: Fleet Battle vs AI - Coop should be played (not Solo). Game must be set at Normal difficulty (not Easy). Attacker may choose faction, otherwise, Fleet Battles, standard rules apply.

    XvT: Players can choose any faction if applicable, all human players (max 4) must be of the same team vs AI. Draws count as losses, and will destroy one CAPS. Direct losses destroy all CAPS. Use the provided mission Frigate Duel - Malevolent vs. Endeavor in the corresponding penalty level.

  • To take a controlled hex by other team:

    Squadrons: Fleet Battles, standard rules.

    XvT: Play the new Fleet Battle mission. Defender chooses faction if applicable. CAPS lost by attacker follow Squadron rules. Play with Craft selection ON, Default Time and Neutral balance. Do not quit the mission if the attacking team capital ships can still be destroyed. The attacking team MUST win the mission to capture the hex. Mission draws and loses do not count for capturing the hex. For more information on ship possible loadouts, click here. Flares are banned.



  • To earn CAPS:

    You can challenge another team in a dogfight to earn CAPS. Teams can clash even if they have no shared boundary. Before playing, attacker team captain must roll a 1d4+1 die (using Dice Maiden Bot in #hex-dogfights channel) to set the amount of CAPS that could be earned. Winner takes the amount indicated in the die roll. Loser takes 1 CAPS. Dogfights are part of the daily pvp limit rule, mentioned in matchmaking section.

    In order to cleanse the penalty value (explained below), the team must invest the amount of CAPS equal to the levels they wish to lower the penalty.

    Defender team chooses faction and map on SWS, ship in XvT.

    By default, dogfight is played in SWS. ONLY If an agreement is reached, then it can be played on other game.

    Squadrons: Dogfight with standard rules. 10 minutes duration.

    XvT alternatives: Any standard team melee with standard old days rules (lasers only, even teams, same ship, hard difficulty).

    Elite Dangerous: You must fight in the Arena mode 1v1. Matchmaking should be easy, as it is never used by players, but it may take some tries before you face who you want to face.
    RISK MODE: You can play Dogfights in risk mode, meaning you bet CAPS and winner takes all. This can be done ONLY if both sides agree. And you should roll a 1d4+current attack phase (In attack phase 3, this would be 1d4+3). If any of the teams do not have enough CAPS, then roll a die with the side of the maximum possible amount that can be bet. (If one team has only 3 CAPS, then roll a 1d3). In Risk mode, both teams get penalty cleansed without investing any extra CAPS. Risk mode is awesome! Go for it!

  • To transfer CAPS:

    You can fly Elite Dangerous cargo missions. Any amount of players from the same team must source and sell commodities to a target station, so that the combined player efforts amount to the required total of commodities. (Both commodity and target station are indicated in this table: Elite Dangerous Commodity Table. The station and commodity changes every day. Only the current day commodity and yesterday's commodity are valid. Only the current day target station will be valid.

    Once the transfer has been accomplished, you may move 3 CAPS in one of these modes:
    • CAPS pool to an empty DEF slot in an owned Hex.
    • CAPS from an occupied DEF slot to another Hex's empty DEF slot. Both have to be owned by team.
    • CAPS from any DEF slot from an owned Hex into the CAPS pool. This cannot be done if it is the last occupied DEF slot.

  • If your team has less than 3 CAPS, you can earn them by playing any Squadrons Story mode mission at Ace difficulty. You can play until you have 3 or more CAPS. This is limited to once per day. In the case that more than 1 mission is flown, the missions should be different from each other.

    Streaming of the gameplay is required, with at least one opponent or Scorer watching

    The mission MUST be won at first try to earn 3 CAPS. Every time the pilot dies and a checkpoint is loaded, lowers the earned CAPS by one. If it hits zero, you may select a different mission. In the unfortunate case that you have played all missions and failed all, you may refresh the mission selection and start over.

  • Penalty System:

    Every time you play a match vs AI (including pirate and tech missions), your Penalty will increase by one, up to 5. As mentioned earlier, to reduce the Penalty, you must play a dogfight vs another team.

    The following table defines the effects of Penalty level which apply ONLY when playing vs AI (PvE) in any mode.

    Lv. Squadrons XvT (Fleet Battle) XvT (Tech and Pirate)
    0 No effects Use Mission variation level 0
    1 Attacker Player Craft Shields and/or Hull Mod 0.8 Use Mission variation level 1
    2 Attacker Player Craft Shields and/or Hull Mod 0.6 Use Mission variation level 2
    3 Attacker Player Craft Shields and/or Hull Mod 0.4 Use Mission variation level 3
    4 Attacker Player Craft Shields and/or Hull Mod 0.4, Auxiliary and Countermeasure item count halved. Use Mission variation level 4
    5 Attacker Player Craft Shields and/or Hull Mod 0.2, Auxiliary and Countermeasure item count halved. Use Mission variation level 5


  • To control the Death Star II:

    In Squadrons you must play: Fleet Battles vs AI Coop as rebels, only one player vs normal (not easy) AI on Fostar Haven. A spectator from an opposing team is required (Scorer counts too).

    Charge time for Squadrons is One day.

    In XvT you must play: Rogue Squadron Attacks ISD Dominance as rebel, using the new missions provided.

    Charge time for XvT is 18 hours plus 6 hours per player that participated in the attack. (e.g. One player: One day. 5 players: Two days.)

    In all games, the objective is to destroy the ISD. Timeouts in Squadrons do not count.

    Once the hex is controlled, the Death Star will charge weapons for the specified amount of time. At the end of this period it can fire to any desired system and destroy all CAPS defending, effectively removing one Hex from any opposing team. The other teams can also play the same mission within the charge period to negate it and acquire control of the Death Star. Every time the Death Star is charging up and a team tries to negate the shot, a harder version of the mission will be flown:

    Level Squadrons XvT
    0 No modifier Play mission variation 0
    1 Attacker Player Craft Shields and/or Hull Mod 0.9 Play mission variation 1
    2 Attacker Player Craft Shields and/or Hull Mod 0.8 Play mission variation 2
    3 Attacker Player Craft Shields and/or Hull Mod 0.7 Play mission variation 3
    4 Attacker Player Craft Shields and/or Hull Mod 0.6 Play mission variation 4
    5 Attacker Player Craft Shields and/or Hull Mod 0.5 Play mission variation 5

    The firing team loses control of Death Star after using the blast. Once the blast has occurred, the difficulty level resets back to zero.

    This is the only Hex in the game that does not require CAPS to fill DEF slot. However, the Death Star attempt does require to invest CAPS and may also be lost as per defined by the CAPS Usage rules.

  • To control a Pirate Hex:

    In XvT you must play the provided Ambush Arms Smugglers near Ytha'ac Cluster as Imperial and win the mission.

    Pirate hexes must be defended daily by playing the provided Hit and Fade on Elliirad Platform mission as Imperials in XvT

    If a team defends for 3 consecutive days, the hex will belong to them for the rest of the event, not even Death Star II can remove ownership. Both initial attack, and defending attacks follow penalty system.

    PvP can be played to take over an enemy controlled pirate hex in the aforementioned missions. PvPs are not affected by Penalty, therefore, play the vanilla built-in mission for Ambush Arms Smugglers near Ytha'ac Cluster; attacker as Imperial, and defending team as Rebel.

    All attempts require the usual 3 CAPS investment, and also use the standard method of losing them, including PvP. Once the initial attack has succeeded, only 3 CAPS are placed to occupy the Pirate Hex. No need to place more in the next 3 defense days.

    The CAPS that the Hex provide increase as they get defended up to 3, and reset back to 1 if the hex is retaken by pirates or by another team. This is relevant if Attack cycle ends while Pirate Hex possession is still midway.

  • To earn Tech you must attack designated Tech hexes:

    In XvT playing as rebel the provided mission: Attack on Imperial Factory Drekker using the corresponding variation due to penalty level. To get the tech, you need to destroy the factory, even with a draw. Although a draw will make you lose 1 CAPS.

    The amount of Tech that each Hex gives is secret, but fixed. It is also in the same relative position to each team.

    Please note that once a Tech Hex has been conquered and its tech absorbed, the Hex will convert into a standard Hex. The team taking over the tech will have the option to auto-take it by spending the usual 3 CAPS.

Tech tree

Lv. Unlocked ships Unlocked Primaries Unlocked Auxiliaries Unlocked Shields and Hulls Unlocked Engines
1 X-Wings, TIE Fighters Laser Cannon Concussion Missile, Proton Torpedo Standard Deflector Shield, Ferroceramic Hull Sublight Engine/Twin Ion Engine
2 A-Wing, TIE Interceptor Rapid Fire Cannon Seeker Mine, Countermeasures none Unstable Engine
3 none Ion Cannon Ion Torpedo, Rockets, Ion Rockets Nimble Deflector, Fortified Deflector, Light Hull, Reinforced Hull Microthrust Engine
4 U-Wing, TIE Reaper Auto-Aim Cannon Tractor Beam, Tactical Shield, Rocket Turret, Supply Droid Conversion Shield, Dampener Hull SLAM Engine
5 Y-Wing, TIE Bomber Guided Burst Cannon, Guided Rotary Cannon Beam Cannon, Proton Bomb, Ion Bomb, Cluster Missile Resonant Shield, Ray Shield, Laminasteel Hull Propulsion Engine, Thrust Engine
6 none Burst Cannon, Rotary Cannon Multi-Lock Missile, Repair Kit, Squadron Mask, Goliath Missile Overloaded Shield ION Jet / Quadex Engine
7 Everything in Squadrons is unlocked

The Grinch is back!

  • The Grinch is still sore from his defeat, and he is looking for revenge! These are the tricks he has been working on:

Wandering Grinch Troublemaker

  • The Grinch will randomly attack an occupied Hex once every Attack cycle. The time of attack will be announced with one-hour notice (expect it to be on Scorer's free time.)
  • A die will be rolled to determine which of the three teams gets attacked. Then Scorer will fly a fleet battle versus whomever can defend. The Grinch troublemaker attacks will use the Grinch Level modifiers, explained below.
  • If no one can defend, Scorer will fly 1v5 versus Easy AI using the Grinch Level modifiers.
  • XvT is also available. Check details on the Grinch Level modifiers explained below.
  • The attack will drain whatever capital ships Scorer can destroy from the team CAPS total. If the team has no available CAPS, then one DEF slot will be drained from the attacked Hex. If the Hex has one remaining DEF slot, then the BASE gets the DEF slot deducted. If there is no BASE available or it has only one DEF left, then it will get drained from a randomly selected Hex from that team.
  • Starting the second attack cycle and on, the previous attacked team will not be eligible, therefore, only rolling a die for the remaining two teams that were not attacked in the immediate last cycle.
  • Therefore, the more hexes you own, the more likely you will receive this attack.

Grinch Hexes

  • The Grinch hexes will surround the Death Star II. To attack a Grinch Hex you can challenge a 1v1 Fleet Battle in Squadrons or XvT, but using the Grinch Level modifiers explained below.

Grinch Dogfight

  • Grinch Dogfight in Elite Dangerous will be used to reduce Grinch level.
  • The Grinch will randomly spawn at the HR 4734 compromised Nav Beacon in Open Play. There will be a one-hour notice beforehand.
  • Grinch can be engaged 1v1 by other players. So if 3 players want to challenge the Grinch at one spawn moment, queue up and wait your turn. The Grinch will not repair or rearm at stations between battles nor between spawns. Nor he will flee.
  • Everytime the Grinch ship explodes, the Grinch difficulty level will drop by one.

Grinch Difficulty Table

  • These are the modifiers that The Grinch will have while defending his hexes in Fleet Battles, and during wandering troublemaker attacks.
Level Squadrons XvT
10 Grinch ship mods: 5.0, Enemy mods: 0.1 Grinch can do anything. Opponent should fly default craft (TF/XW) with no warheads or countermeasures.
9 Grinch ship mods: 4.5, Enemy mods: 0.2 Grinch can select anything except Heavy Rockets on GUN or BW. Opponent should fly default craft (TF/XW) with no warheads or countermeasures.
8 Grinch ship mods: 4.0, Enemy mods: 0.3 Grinch can select anything except Heavy Rockets on GUN or BW. Opponent can choose ship, without warheads or countermeasures.
7 Grinch ship mods: 3.5, Enemy mods: 0.4 Grinch can select anything except Heavy Rockets. Opponent can choose ship, without warheads or countermeasures.
6 Grinch ship mods: 3.0, Enemy mods: 0.5 Grinch can select anything except Heavy Rockets, and TIE Advanced. Opponent can either choose default ship with warheads and countermeasures; OR choose ship, without warheads or countermeasures.
5 Grinch ship mods: 2.5, Enemy mods: 0.6 Grinch can select anything except Heavy Rockets, and TIE Advanced. Opponent can choose ship with warheads and countermeasures.
4 Grinch ship mods: 2.0, Enemy mods: 0.7 Grinch can select anything except Heavy Rockets, Advanced Torpedoes and TIE Advanced. Opponent can choose ship with warheads and countermeasures.
3 Grinch ship mods: 1.5, Enemy mods: 0.8 Grinch can select any ship with missiles only, except TIE Advanced. Opponent can choose ship with warheads and countermeasures.
2 Grinch ship mods: 1.0, Enemy mods: 0.9 Grinch can select any ship lasers only, except TIE Advanced. Opponent can choose ship with warheads and countermeasures.
1 Grinch ship mods: 1.0, Enemy mods: 1.0 Grinch can only fly default craft, lasers only. Opponent can choose ship with warheads and countermeasures.

Reporting

  • Before playing any game, the team captain, XO or third in command must post their move on the corresponding channel, including which game and mode they are playing, what hex they are attacking, which hex they are attacking from, and in the case of dogfights, how many CAPS are being played for or bet (this also requires the die roll).
  • When finishing the match, whoever posted the move must also report the outcome by replying to the original movement in the same discord channel. Include the name of all the players who flew that match from both teams. Also post a screenshot in the #hex-ss channel.

    If playing Squadrons or XvT Fleet Battles, include how many capital ships (and flagship if applies) the attacking team lost.
  • I (Scorer) will then update the page and react with a rebel logo to indicate the outcome has been processed.
  • Please limit comments on movements channels to the bare minimum. (Make my life easier!) If you wish to comment or banter, please use the #hex-general channel.

Teams Roster

  • Venus Team
  • Team Captain
    vacant
  • Team XO
    vacant
  • Third in Command
    vacant
  • Mars Team
  • Team Captain
    vacant
  • Team XO
    vacant
  • Third in Command
    vacant
  • Neptune Team
  • Team Captain
    vacant
  • Team XO
    vacant
  • Third in Command
    vacant

Game Movement Log

  • Attack Cycle 1 | July?
    • Day 1
      • No movements yet
    • Day 2
    • Day 3
    • Day 4
  • Attack Cycle 2 |
    • Day 1
    • Day 2
    • Day 3
  • Attack Cycle 3 |
    • Day 1
    • Day 2
    • Day 3
    • Day 4
  • Attack Cycle 4 |
    • Day 1
    • Day 2
    • Day 3
  • Attack Cycle 5 |
    • Day 1
    • Day 2
    • Day 3
    • Day 4
  • Attack Cycle 6 |
    • Day 1
    • Day 2
    • Day 3
  • Attack Cycle 7 |
    • Day 1
    • Day 2
    • Day 3
    • Day 4