Draft campaign rules for X wing.

By Gadge, in X-Wing

I've just very quickly come up with some campaign rules.

I've tried to make sure you dont need anything that isnt already owned by an xwing player and use green and red dice rather than standard D6.

I've litterally spent about 30 mins on this while watching a movie in the background so it might have some issues and i'll try playing them this weekend...

Anyway have a look see if you can see any really stupid problems or anything that glaringly wont work

X wing campaign rules.

Pre Battle

Each player is allowed to choose 200 points of non unique ships, cards and pilots for any one of the three factions.

Only 100 points may be fielded per engagement.

Only pilots of PS4 or lower may be chosen from the initial lists

*one* unique character may be chosen as your leader.

During Battle:

Any ship may ‘flee’ from their friendly edge and not be destroyed.

Fleeing from an enemy or netural edge may result in capture or being ‘lost in space’

Damaged ships count as 50 per cent of their points value for ‘victory points’ to determine who has won

Ships fleeing across the enemy start line may be captured if your opponent wins see ‘salvage’ but have a chance of escape

Ships fleeing off a neutral table have a greater chance of escaping. See ‘salvage’

Post battle:

All ships with shields recover them fully.

Hull points can be repaired at 5points per hull point.

Critical hits cost 5 points each to repair

Repairs, reloads and refits to captured ships not of your faction cost double (you don’t have the parts!)

Torpedos/bombs/missiles can be ‘reloaded’ for half their initial cost.

Injured pilots must roll on the recovery table. Unrecovered pilots may be played but are at half PS

New pilots may be recruited without a ship to fly (spare crew on your roster) at 5 ressuply points per level of pilot skill (maximum PS4)

Fleeing/evading: A ship that has flown off the battle rolls it’s agility dice, add one if you won the encounter, subtract one if you lost and further one if you are attempting to flee from the enemies start line.. If you get at least one evade you successfully make it back to your home lines. Ships with hyperdrives, stealth devices or cloaking devices may count ‘focus’ results as ‘evades’. Rolling no evades at all means the ship is ‘lost in space’.

Salvage:

Whoever controls the field at the end of the battle rolls a red dice for each enemy ship that has flown off the table (and not evaded) or has been ‘destroyed’ . A roll of a critical mean the ship is beyond repair. A roll of a hit means the ship is salvageable with one hull point remaining and any criticals suffered (except pilot) requiring fixing.

A functional ship may be fielded in your own roster once repaired or ‘stripped for spares’, if a ship is stripped it is a quarter of its original cost as ‘ressuply points’.

Surviving pilots:

A surviving pilot gains one experience point for surviving a battle and further point of experience for every ship he personally destroys (disabling part of a huge ship counts as destroying a ship). Additional experience points can be awarded for completing scenario requirements

Roll a red dice every time a pilot gets 3 experience points or a multiple there of.

Result:

All Blank = no advance this time but roll an extra red die next time the pilot may advance

At least one…

Focus = Gain one PS (max 9)

Hit = Gain an EPT slot (future rolls of a hit increase PS by 1)

Critical = Shuffle the pilot cards of your entire collection from your faction, draw a card at random and gain that pilots special ability.

Pilot recovery. Roll one green dice for each point of PS, each Evade rolled means a pilot critical is healed (takes one game turn), if all dice turn up blank he is still injured and must miss the next battle too.

Resupply from HQ:

Roll 3 red dice, add an extra one if you won your encounter

For every

Focus = 5 resupply points

Hit = 10 resupply points

Critical = 20 resupply points

Resupply points can be used to heal pilots, fix ships, buy new equipment etc

Edited by Gadge

i had another idea that any ship destroyed can have their pilot try to 'eject' before dying.

Roll an green die, on an evade they get out in time.

ejected pilots are 'collected' by the winner after the game and can then be used to pilot new ships or if you collect/capture an enemy pilot can be used as a free 'rebel captive' card for Imperial players.

Rebel players can ransom them back to the empire for an points cost agreed between the players or just keep them detained.

I've considered something like this for awhile myself. The only problem I was running in to was gaining xp for destroying enemies. I didn't like giving all the xp to the ship that destroys an opponent because another ship could have already gotten 2 or 3 hits on it and then another ship just hits it once and it gains all the xp. I figured maybe split the xp between ships that attacked it but then that opens up another mess of keeping track of who hit what. It is simpler to just give the xp to the ship that actually destroys the opponent ship but it's also not really fair to the other ships that did the work. I havnt figured out how to deal with that yet but your idea of just giving all the xp to the ship that destroys the opponent ship will work.

Edited by Jaden Ckast

Yeah the same thing ground with me a bit.

The only way around it really was to give XP per hit but then you're looking at a lot of bookeeping

1xp per hit is the same on average as 5xp per kill but making it for the kill is less recording work. It also means that a surviving pilot is more likely to have enough xp to try for an experience increase.

You're right it's not 'fair' but it is easier and more abstract.

Perhaps i'll add in 1xp per hit as an optional system

hmm, I think Mikael had rules for Hyping from battles working out, and DagobahDave is great with scenarios, you might coordinate with them. I think XP could be given like in a shooter, where whoever blew the ship up or did the most damage, got full xp, and everyone else got assist half-xp?

I was musing ideas for hyperdrives

I was thinking of letting them allow you to enter the battle at any stage as long as you were able to place your ship at least two range units away from any debris, asteroids or enemy ships... if there was stuff too near you couldnt drop out of hyperspace and also giving you an 'escape' option if you were clear of stuff in range 1-2 (pos range 1-3)

The problem is that hyperdrives are not factored into the points balance of the game mechanics so having them on nearly all rebel ships 'for free' suddenly makes the rebel force *really* good if they can just disengage at will when they are down to one hull point while the imperials have to on the whole stick in there.

couldnt see a way around it so thought it might just be better modifying 'escape' rolls a bit and forgetting about 'dropiing in ' entriely

I think the idea was that Hyperdrives require you to get hyper tokens (the green computer tokens), which you get from doing a green strait maneuver, and you have to acquire x-number of tokens to actually hyperspace, but you most fly in a straight line to get those tokens.

oh thats pretty good. i like that

right im going to put some proper thought and bit of playtest into this this week.

im playing some of my games dev mates mid week so i may try an get them to 'break' the system.

Let us know how it works out.

So my friend and I played a similar campaign a while back as a kind of test run. However, we did the leveling up system slightly differently. We had ship upgrades and pilot upgrades, where a pilot upgrade would be permanent and could not be changed once chosen and a ship upgrade could be lost if that ship was destroyed but you could get a lot more of them and improve every stat by 1. ie you could get the ship modification cards for their respective costs.
In addition you where talking about having the pilot eject from his ship. the core set comes with little green hexagon tokens with random writing on them and we used those to signify the escape pods. If a large ship from either team flies on top of the escape pod, the pilot is picked up.
Those where just some of the aspects that I really liked from the games I played. If you figure out any other rules or ideas let me know :)