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