Pirates' Run Campaign

By cogollo, in X-Wing

Hi,

I'm working on a campaign that will feature 4 (maybe 5) scenarios.

I have finished already the main story arc and scenario 2. For the other scenarios I have plenty of ideas and just need to write them down (when my newborn daughter allows me some free time). This means I'll be updating this thread every now and then as I add new scenarios.

The Story so far

The Perlemian Trade Route is one of the oldest and most well-traveled hyperlanes in the galaxy. One of the major trading posts along the Perlemian is The Wheel, an enormous, circular hub- and spoke style space station near the outer edge of the Mid Rim. The Wheel holds a special status in the Empire, as it holds no formal Imperial presence. This makes The Wheel not only a major tourist destination, with popular casinos and entertainment zones, but also a meeting point for smugglers and pirates and their fences.

Usually, the Empire is glad to leave those smugglers and pirates alone, as the apparent neutrality of The Wheel makes it a worthwhile asset for Imperial Intelligence. Lately, though, a band of pirates calling themselves the Insurrection Privateers have become so bold, that their criminal acts can no longer be tolerated. Imperial Intelligence has found out that the profits of the Insurrection Privateers is being funneled to fund the burgeoning Rebel Alliance.

A Nebulon B Frigate, the Triumphant has been sent to the nearby systems with its full battle complement; its mission: to track and destroy the pirate group. The commander of the Frigate, a promising young officer called Captain Gilad Pellaeon, has devised a ruse to capture the pirates. His technicians have inserted special tracking codes in the program of several droids. Several droid shipments with the tampered droids have been sent along the Perlemian Trade Route, following the side lanes where the pirates have been known to attack. The Imperial spies under Pellaeon's command have been busy selling information in The Wheel about these shipments' routes.

Soon enough, the information reaches the pirates, one of the shipments is attacked by the Insurrection Privateers, and the Triumphant's hunt commences...

General Campaign Rules

There will be two sides in the campaign, the Pirates and the Imperials.

Victory
Each scenario will have at least one Major and one or more Minor objectives. Completing a Major objective nets that player 3 Campaign Points (CPs). Completing a Minor objective nets a player 1 Campaign Point.

Add all CPs obtained in the campaign scenarios and keep track of them, as they may influence the setup of some scenarios.

The campaign is won by the player with the highest amount of CPs after playing the last scenario. If the victory comes with a 5+ point margin, then it is considered a Resounding Victory.

Experience (XP)

Each ship that survives an scenario will receive 1 XP. Surviving an scenario means staying alive and not disabled inside the playing area until for the number of rounds mentioned in the Objectives section of the scenario, or fulfilling an escape objective, if there is one for a particular ship.

Keep track of these ships. If they are used in another scenario later in the campaign, you may use them in the following ways:

  1. Spending XP: A non-unique ship may spend its XPs to increase its Pilot Skill without increasing its point value. At most, a non-unique ship can increase its Pilot Skill in this way until it reaches 5, at which point it becomes a special unique pilot. It's adviced to give a cool name to your unique pilot and to brag about having reached such skill pinnacle.

    Once spent in this way, the decision can no longer be changed (you cannot decide to later Hoard this XP).

    For example, an X-Wing Rookie pilot (initial Pilot Skill of 2) that survives 3 or more battles could spend a maximum of 3 of these XPs to increase his Pilot Skill to 5, while still costing only 21 Squad Points.

  2. Hoarding XP: A non-unique ship may, and unique ships must, hoard XPs. During a scenario, a ship can spend his hoarded XPs to reroll one die in one of its own rolls. Once spent, they cannot be used again until the next scenario (if the ship survives the battle). Hoard XPs can be used to:

    Once hoarded in this way, the decision can no longer be changed (you cannot decide to later Spend this XP to increase the Pilot Skill of a non-unique ship).

    For example, a TIE Fighter with 2 Hoarded XPs is attacked and rolls two blank dice and one Evade result with his Defence dice. He can decide to spend 1 or 2 of his Hoarded XPs to reroll one or both blank dice. Once spent, he can no longer use them again in the same scenario, but they will be available to him again in future scenarios if he survives the battle.

Edited by cogollo

I will also be writing about the campaign in the blog where I add my reports about some of my X-Wing games:

http://xwingeleventhhour.blogspot.nl/

And these are the files I have created for the campaign so far.

House Rules, PDF : https://drive.google.com/file/d/0B_Nt4sex4om3blNyd1hyN0Vlb2c/edit?usp=sharing

The Complete Campaign (unfinished), Openoffice : https://drive.google.com/file/d/0B_Nt4sex4om3STUyZ1pMckNVUkk/edit?usp=sharing

General Campaign Rules (complete), PDF : https://drive.google.com/file/d/0B_Nt4sex4om3c1lieGZNd3gwQk0/edit?usp=sharing

Scenario 1 (complete), PDF : https://drive.google.com/file/d/0B_Nt4sex4om3SHdKWEF5WGN1RGs/edit?usp=sharing

Scenario 2 (complete), PDF : https://drive.google.com/file/d/0B_Nt4sex4om3R3c2a2UxTzI5VDQ/edit?usp=sharing

Scenario 3 (complete), PDF : https://drive.google.com/file/d/0B_Nt4sex4om3bm5RZU1xNm5TUWs/edit?usp=sharing

Scenario 4 (complete), PDF : https://drive.google.com/file/d/0B_Nt4sex4om3WktDMnlDSThrb00/edit?usp=sharing

Edited by cogollo

I'll check out the PDF's later.

What I've read so far sounds great. Will keep up with your blog.

I have more than enough to field a couple of squads of pirates. I'll talk to my buddy to see if he wants to play this. Thanks for sharing.

Thanks for the answers. All feedback is greatly appreciated.

By the way, I realised I forgot to add the initiative in Scenario 2. The Imperials have it... I'll update that file when I upload the Scenario 1 details (almost done with them).

Also, if playing with the suggested 90x120 cm map, the starting position for the Satellite should be 45 cm. from the Pirates' side (not 30cm as mentioned in the file, as that would be for a 90x90 playing area)

Congrats on your new born miniature! ;)

The campaign sounds really fun with a good story attached. Look forward to trying it out some day. Thanks for contributing to the community..

In case you need more ship ideas..

Tyej_zpsd2b49493.jpg Pirates1_zpsc507030a.png

Dear all,

I've updated the campaign and scenario 2 adding round duration limit and a couple fixes to the objectives and to the Experience for surviving ships.

Also, scenario 1 is complete and uploaded. It can be played with 2 or 3 players (there is an Imperial convoy, the Pirates and some Bounty Hunters). It also includes easy rules for Nebula obstacles and for Disabling and Boarding ships.

I still have not playtested the scenarios (my gaming buddy is now on vacation and I'll be on vacation the next couple weeks). I'll start playtesting them in April and maybe I'll have to add some changes at that time.

I'm working now on scenarios 3 and 4... I hope I'll be able to post them before going on vacation.

@ Viceroy Bolda: thanks for the tip! The cards look really neat and I'm always trying new ship concepts (that's why I started creating new scenarios and it also gives me good ideas for the Edge of Empire RPG game I sometimes play with friends).
A couple questions:

1. What dials do you use for the Starviper, Z-95 and TYE Wings?

2. What program did you use to create the cards? Just Photoshop or similar or is there a module for Strange Eons (I use Strange Eons for other games already)

I have added scenario 3 to the topic... It's a chase through an asteroid field with some asteroid movement. With this one I wanted to recreate the feeling of the asteroid chase in "A New Hope".

So, only scenario 4 to go now. I may later create an scenario covering the events between scenarios 3 and 4, but that won't happen soon.

You can find all the links in my second post of this topic.

@ Viceroy Bolda: thanks for the tip! The cards look really neat and I'm always trying new ship concepts (that's why I started creating new scenarios and it also gives me good ideas for the Edge of Empire RPG game I sometimes play with friends).

A couple questions:

1. What dials do you use for the Starviper, Z-95 and TYE Wings?

2. What program did you use to create the cards? Just Photoshop or similar or is there a module for Strange Eons (I use Strange Eons for other games already)

We tried the vipers for the first time and used a-wing dials. I found them really hard to shoot down. Not sure if A-wing dial is the way to go. More play testing I suppose. The Z-95 will get the x-wing dial. The z-ceptor and tye wings use the y-wing dial.

I used MS paint to make the cards. It's the best I can do. I'm no artist. I didn't make all of these cards. Some of them are ripped from other threads. Teh starv vipers were made by my friend who is an artist.

OK, so the first version of the full campaign is finished.

Scenario 4 is an epic battle that could be played with up to 4 players. It's an attack on a Space Station to cripple the engines of the Frigate Triumphant.

One team would play with Rebels+Pirates, while the other team plays Space Station+Triumphant spaceships. There are two ideas I wanted to explore in the scenario:

1. Interaction between the Allies... will they go only to fulfil their objectives or will they help a bit the other teammate?

2. Changing balance. In the main Pirates vs. Triumphant part of the scenario, the Pirates start with a much stronger force and must complete their objectives before they are overwhelmed by Triumphant's reinforcements.

I also explore the use of Campaign Points to give some extra squad points to the losing side. The idea, on top of balancing the campaign, is that the losing side is desperate and willing to commit more resources to change the tide.

And I also added rules for Auto-Turrets and the use of Big Batteries on small and fast spaceships.

It may also be played as a simplified Pirates vs. Triumphant scenario if you feel like playing a shorter scenario.

If anybody tries the campaign, please let me know what you think, specially if you see major and obvious balance problems.
I hope that, if they don't try it, at least people will get some ideas for their own Star Wars scenarios... I had a lot of fun designing them... I'll start playtesting them in April and will make any required changes during that month.