So, I know several of these things have come up before about how to make a campaign over several weeks/months of playing. I've for the most part ignored them, but I'm getting interested in starting one up myself finally, so I drafted up some rules and whatnot. It's heavily based on Empire at War, using its map, and based on its fleet building system. The idea is that there are only two factions, so players would be teamed up. This would allow for player flexibility in case someone new wants to join, or someone didn't show up one week.
Map of the galaxy, Yellow denotes the hyperspace routes available.
I typed up the first draft of the rules in word, so hopefully it translates well via copy+paste. Any thoughts / suggestions would be great!
X Wing Miniatures Galactic Campaign
Overview: The galaxy is in conflict. The Empire has brought stability and security to the galaxy, but at what cost? A Rebellion has raised up against the Empire, claiming that freedom is worth more than the security offered by the Empire. Planets support both sides by providing resources and safe havens for the fleets to refuel and repair. Conquer planets one by one to restore the Empire or to establish a galactic Democracy!
Setup : A faction can be controlled by any number of people, who may make decisions via any method they choose. Each faction starts with three planets loyal to their cause.
Starting planets
Rebel
Yavin 4
Dantooine
Bonadan
Empire
Hoth
Bespin
Atzerri
Each Rebel planet starts with two Red Squadron X wings, each with a Proton Torpedo and either an R2 or R5 in orbit. Each Imperial planet starts with 4 Black Squadron TIE Fighters in orbit. Planetary forces will be tracked in the excel sheet. Each faction has the choice of naming one of the planets their home base. All units produced at the home base are half cost (rounded down).
Galactic Conflict Phase : Each faction is awarded 5 galactic points for each planet it control. These points must first be spent on repairing any damaged unit. A unit costs in galactic points, half of its squad points rounded down to repair. If it is a named pilot, it costs an additional galactic point for bacta. Ship repair is not optional. If the faction does not have enough points to repair all units, the units are still considered fully repaired, but the faction does not have points to spend. Furthermore, any named pilots and upgraded generics are considered to have died, all ships are now piloted by the cheapest pilot. Upgrades that can no longer be equipped are removed from play. Remaining points can be spent in any combination of the following:
1) Build new ships. This is done by paying galactic points equal to the lowest pilot skill of that ship. For example, building a new A wing costs 17 points, and a Prototype Pilot is built. You cannot immediately build a Green Squadron Pilot for 19 points. Units can be built at any planet currently controlled as long as the opposing faction is not currently orbiting the planet.
2) Promoting units. This is done by paying galactic points equal to the difference between the current level of ship and the next level. Once the unit has reached the highest generic level, it may be promoted into any named pilot. For example, a Prototype must first be promoted into a Green Squadron Pilot, costing 2 points, but it cannot be promoted to Arvel. However, a Green Squadron Pilot can choose to promote to Arvel for 4 points, or Tycho for 7 points. A unit that was just created cannot be promoted on the same turn. A unit may not be promoted more than once per turn.
3) Purchasing upgrades for units. This is done by paying the galactic points equal to the cost of the upgrade. One may upgrade a slot already occupied, but it overrides the previous upgrade. For example, a B wing with an Ion Cannon can purchase a Heavy Laser Cannon for 7 points. It will now have an HLC. If it wants an Ion Cannon again, it must repurchase the Ion Cannon for 3 points. Units that were just created cannot have upgrades added on the same turn.
4) Moving fleets between planets. For 5 points, a fleet may move from one planet to another that is directly connected via a hyperspace path. A fleet may not move more than once per turn. A fleet can be made up of any number of ships, but they must all move from the same planet to the same planet. Any number of fleets can move during a turn to or from any planet.
5) Conquering a planet. For 10 points, any planet that has friendly forces in orbit and does not have any enemy forces in orbit can be conquered.
6) Storing points for future turns. Any unspent points will remain.
After both factions have secretly decided their actions, they will reveal to everyone what they are doing. This is considered to happen simultaneously, so one faction cannot change how points are spent based on what the other faction did. Furthermore, both factions execute their fleet movements at the same time. Nothing special occurs if they pass each other in hyperspace. If two opposing fleets end on the same planet, a Planetary Conflict occurs. Multiple planetary conflicts can occur during one Galactic Conflict. They are considered to be happening at the same time.
Planetary Conflict Phase: A fight has broken out in orbit! If there was a fleet that was previously stationed there, that faction is considered to have initiative regardless of fleet size. If both factions moved fleets to the planet, then the lower squad total has initiative. In the case of a tie, a coin flip is used to determine initiative. Planetary Conflicts are resolved in the same manner as a typical fight with the following exceptions:
1) The units deployed are the units in the fleet, regardless of point total. Fights always occur on a 3x3 table with 1 set of asteroids.
2) If a unit flees off of any edge of the battle, it is considered to have retreated. Retreated units are not destroyed. Instead, they can travel along a hyperspace path to an adjacent allied planet. If there are no allied planets connected, the unit is considered destroyed. If the planet the unit retreated to is lost due to simultaneous planetary conflicts, the unit may not participate in the other battle. Furthermore, if the planet is conquered, the unit is considered destroyed.
3) If at any time, the fleet is so large that there are not enough ship models to play all at once, the additional units may be considered “reinforcements” and join the battle after a unit is destroyed or fled from the fight. For example, if the Empire only has 12 TIE fighters at their disposal, but their fleet contains 16 TIE fighters, the first 12 will be deployed immediately at the start of combat. When one of them dies/flees, at the start of the next round, when the PS of the replacement TIE comes up, it can be placed in the original deployment zone and immediately preform its maneuver and action.
The winner of the Planetary Conflict is given the opportunity to immediately conquer the planet for 10 points if it does not currently own the planet. If the person does not have the points available, the affiliation does not change, even if there are no units of that affiliation in orbit.
At the conclusion of all the planetary conflicts, the galactic map is updated to show the new allegiances of the planets. Then, win conditions are checked to see if there is a victor. If there is no victor, the game begins a new turn starting at galactic conflict.
Winning the Game: If any of the following conditions are met during at the conclusion of all the Planetary Conflicts, the game is considered over and a victor is declared.
1) If the home base of a faction is capture, that faction loses. If the faction chose to not declare a home base at the start of the game, it cannot lose via this condition.
2) If all of the units of a faction are destroyed, that faction loses.
3) If one faction controls Coruscant, Yavin 4, Hoth, Nal Hutta and Thyferra at the same time, that faction wins.
4) If one faction controls 30 or more planets for 3 turns in a row, that faction wins.
If at any time, the fleet is so large that there are not enough ship models to play all at once, the additional units may be considered “reinforcements” and join the battle after a unit is destroyed or fled from the fight. For example, if the Empire only has 12 TIE fighters at their disposal, but their fleet contains 16 TIE fighters, the first 12 will be deployed immediately
Special conditions: Certain planets have special conditions that affect either the Galactic Conflict or the Planetary Conflict phases.
Coruscant Provides 20 galactic points instead 5 galactic points to the faction that controls it
Ilum Provides 10 galactic points instead of 5.
Corellia Provides 10 galactic points instead of 5.
Nal Hutta YT-1300 and Firesprays built here cost half as many galactic points as usual (rounded down)
Kuat Costs 10 galactic points to maintain, but all ships cost half as many galactic points as usual (rounded down)
Kessel Planetary conflicts occurring in Kessel’s orbit use two sets of asteroids R1 from the boarders
Vergesso Asetroids Planetary conflicts occurring in the Vergesso Asteroids use three sets of asteroids, ignore all range rules on placement
Bespin Planetary conflicts occurring in Bespin’s orbit are affected by its gravity. As such, all turns are 1 color more difficult than normal. If it was originally red, it cannot perform it.
General Notes/Rules:
Only 1 of each unique unit can be used across the entire fleet.
If a unique unit is destroyed, it cannot be rebuilt.
If a unique unit is replaced via a new upgrade, it can be rebuilt.
A unique unit can be “demoted” in order to build its upgrade card
If a unique unit is created and it’s upgrade card is currently in place, it is immediately removed
Edited by Khyros