Call to Action!: Three or more player missions and mission progression!

By Blail Blerg, in X-Wing

Hi All,

My wonderful play group consists of a core group of 3 players plus an occasional newbie. I'm looking for fun missions or sets of missions to play in a big overarching campaign for casual fun. You don't have to connect your mission to another mission, but if you can, that would be wonderful!

Since I love improv story-telling it would be fun to start up our own story, so let's assume that the 3 players will represent 3 newly created factions/nations that end up using star wars ships we have. Each player will have a fleet of ships they can choose from to use.

Apart form that, the main things that make a mission really compelling are there:

1. Changing the way people would normal play their game. Basically, if its just a standard dogfight free for all, it really isn't an interesting scenario. This has everything to do with set-up and mission objectives.

2. Storyline or emotional conflict. Most campaigns also let you watch your ships grow with your opponents so having the possibility or implied possibility to escape is great too.

3. A minimum of new rules or mechanics. Intuitive new additions. The less we have to work to figure out how your game works the better.

We have most of the small and large ships but we only have one huge rebel transport.

I hope some of you out there would be willing to help me think of some good mission ideas and join me on this creative exercise of trying to create a compelling campaign for 3 players!

Edited by Blail Blerg

Please feel free to think up standalone missions or missions that would come at later stages into the campaign. I'll try and put them together coherently as best as I can.

The mission I put up on mission command is good for a GM and 2 players. Essentially you are running a shipping lane with all your ship types to determine which ships you'll have access to for the beginning of the campaign. I think it's called "Intial Convoy". I'll look it up.

Called "Convoy Opening".

Called "Convoy Opening".

Can you post a link to that mission? I can't find it in a search for that title or with your name in the author box. (are you sure you published it?)

And if you're interested, you should check out my missions, Blail. They're not designed in a campaign arc, but the majority are designed to be easy-to-learn modifications on the standard tournament setup. There are also a few that have more of a story built-in, like an attack on a hidden base or an interdictor ambush. You might be able to adapt them to a campaign pretty easily.

They should be easy to find in a mission control search, and I've linked a few in my signature.

Edited by Babaganoosh

Thanks guys. =) I will look for them.

I make the story up as a go, so i;ll tweak some details etc, or fit it in where it seems to fit and we run with it. Some of the story logic is kinda wacky but hey... thats what you get.

Oh yeah. I came up with a KILLER idea. =D Gonna be super hilarious. And totally 3 player

A Space Whale has eaten the Royal Seal!!!

Aka: “Moby ****”

Mission by Blail Blerg

3 or more players

http://tools.fantasyflightgames.com/xwing/htmlpreview/731/

A convoy of the kingdom of Joseon foolishly attacked a peaceful Space Whale. The Space Whale rammed that ship and destroyed it, and then in the ensuing carnage, swallowed the Royal Seal whole.

Joseon has now sent a fleet of its own and hired numerous other fleets to hunt down the Space Whale, kill it, tow it to their ship and gut it for its precious cargo. The reward for the return of the seal is very high. However, one fleet, caring for the harmless denizens of the open space sea, has answered the Space Whale’s cries of distress.

In the distant quadrant of space of the kingdom of Gaolun, a three-way naval battle commences!!!

Based jokingly off the Korean movie: “The Pirates” (2014), which explains the first 10 years of the Joseon dynasty’s use of a temporary royal seal. The mission author recommends it for a fun laugh and some good story telling.

http://en.wikipedia.org/wiki/The_Pirates_(2014_film)

Set-Up:

Play on a 6x3 or 6x6 area, depending on number of players. Standard asteroid set-up applies AFTER placing the Space Whale (12 for 6x3, 24 for 6x6). 3 players = 6x3, 5 or more = 6x6. Asteroids must be also Range 2 from the fore of Space Whale and Range 1 from the aft.

Space Whale: Deploy a neutral Rebel Transport with Quantum Storm and Back-Up Shield Generator in the center of one of the short sides of the play area (or any side if 6x6). Place a cargo tracking token on the Rebel Transport.

In games of 5 or more total players, the Rebel Transport is allied and controlled by the Protector fleet instead.

- Moving: Each turn while alive, the Space Whale takes a random movement. Assign a number 1 to 8 to its maneuver choices. Then roll an 8 sided die (or roll a 10 or 20 and limit the choices or multiply them accordingly) and move the ship accordingly. Any ships the Space Whale rams follows the normal Huge Ship rules (including ships trying to protect it). If the Space Whale would move off the board, it simply moves along it as best as possible.

- Action: Each turn while alive, the Space Whale rolls an 8 sided die to determine its action. Assign two numbers to each of the following choices: Recover, Reinforce fore, Reinforce aft, Jam. If no ships are in range of Jam (R1-2), then the Space Whale skips its action.

- If allied to the Protector fleet, the Protector player makes a choice of movement and action.

Before the mission begins, each player chooses a faction role:

Hunter Factions (Joseon Fleet, Joseon hired fleets, Mercenaries seeking reward) [All remaining players will be this)

- Objective:

1. Kill the Space Whale.

2. Then ram the whale for two consecutive turns without anyone else ramming the whale to place a cargo tracking token on that ship.

3. That ship must then flee off the battlefield. This fleeing ship does not count for a Protector’s bonus.

The cargo is dropped when a non-Whale ship is destroyed. It is picked up when another ship’s base or maneuver template overlaps it.

- Reward: 60 points for the next mission

- Set-Up: Choose a board side on a 3x3 square that the Space Whale is not deployed on. (Meaning something opposite it in a 6x3 or on one of the other squares in a 6x6) Deploy 125pts as normal, Range 1 from the edge.

Protector (FEMA, Protectors of the Sea, the Moral Do-gooders, Animal Lovers):

- Objective: Keep the Space Whale alive. Any ships that leave the play area but aren’t damaged add to the number of extra points (Fleet Points/$$ for upgrades/ships) you can spend on the next mission.

- Reward: “I am one with Nature” You may call for a 40 pt Rebel Transport to ally you in any subsequent battle. It takes 3 full turns to reach your battlefield. One time use only.

Any enemy ships that flee the battle (either by your diplomacy, ioning off the board, fleeing to save themselves by campaign rules, flying off the board by accident) earn you an additional 10 upgrade points (Fleet Points, $$).

The Protector cannot hunt the Whale or take the reward for recovering the seal. The Protector faction may continue to wreak wrathful, righteous retribution on other factions after the Space Whale has died. Each Protector faction ship gains the additional EPT: Expose.

- Set-Up: Deploy 50 points per other faction within Range 3 of the Space Whale, facing any direction. Ex. 3 person game gives the Protectors 100 pts. 5 person game gives 200 pts.

Optional Territorial Defender Faction (Gaolun standing defense force, drives intruders away from the area, good for late-coming players. Use only for 5 or more total players. )

The Gaolun standing defense force is only duly notified when the other ships have already amassed and begun their fighting. They hyperspace to the battlefield as fast as possible.

- Objective: Kill off all the other factions (including Protectors) and be the last ships in the game area.

The Territorial Faction may also compete for the Royal Seal as a Hunter.

- Reward: If they are the last ships on the battlefield, they are rewarded 30 points. Securing the Royal Seal of the enemy, Joseon, earns this player’s fleet another 40 points.

- Set-Up: Pick any 3ft side, including possibly any that a player has already chosen. After at least 3 full turns, deploy 80 points as normal, range 1 from the edge.

Good luck Whale Hunting!

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Optional Footnote: Intended to be used with Campaign rules that allow for some sort of escaping or saving ships (optional), and point reward of about 15 to 20 points on average for other missions. This mission has a much larger reward.

My version also rewards XP for kills. Killing ships from your friend's fleet also hurts a little bit but doesn't snowball too hard.

You're totally welcome to simply play the mission as a standalone. It has clear win conditions for each faction.

Edited by Blail Blerg

No one else wants to try their hand at something thoughtful and creative? =(