X-Wing.....RPG?

By DraconPyrothayan, in X-Wing

My local league has decided to toy around with traditional gameplay, as we have an odd number of people.

They have therefore tasked me with the creation of some form of campaign system in which their ships get more complex as time goes on. Something like the scenario that comes with the CR-90, but with more freedom of choice.

What kinds of things would you like to see in such a format?

I've worked on a system where you "buy" 20 pts of starter ship. X, Z, or Y, all normalized for PS 1. You then spend you're remaining exp on maybe some PS upgrades, astromechs and the like. There's an ejector seat mechanic where you roll an evade dice to see if your pilot gets clear when shot down. Pilots who want to fly imperial can also pick up a "Defector" skill that lets you pilot Imperial ships on certain missions. At certain points you'd be able to upgrade to A's, B's, and E's.

Unfortunately i have yet to do any kind of testing for this, but i would check out Major Juggler's House Rules. Since you're going to have to rip up the standard rules anyway you might as well fix some of the other bits.

I'm currently kicking around an idea where you can "buy" a generic pilot to fly as your wingman so players have more than just the one ship to control.

Edited by Bipolar Potter

I had an idea of a progression deal, where you would start as the rookie/academy pilot and work your way up the generic pilot ranks. after mission there would be a points system to unlock new gear or if you are rebels, your mission outcome would award like protons or other gear, droids ect. There also would be like rescue or back up missions that would unlock squad mates (named pilots) that would get you access to them. ITs all in my head currently, but may break out of there now that I dont have to focus on Worlds until next year.

THink heroquest Xwing. one guy plays the opposition and you and your friends fly your ships. Also had the idea of weapons linking like in the xwing games. where you can have shots linked so they fire stronger or just more at a time. that one has been burning for awhile

Since I'm playing X-Wing Alliance these days, my mind is turning towards the ejected pilots that you sometimes spot floating around after a ship has been destroyed. So I would suggest something like this:

- Whenever a ship is destroyed, remove it from play and put a pilot token in its place.

- If a friendly ship comes within range 1 of pilot, it can use the "rescue" action to put the token on its pilot card.

- Pilots survive for another mission if they win the mission, hyperspace out of the area (flee from the edge of the map) or are rescued and then flee from the map.

- A small base ship can only rescue one pilot, a large base ship can rescue two.

- A pilot can only float in space for 5 turns after their ship is destroyed, after which their life support runs out and they permanently die.

- In the case of a mission failure, roll an attack die for each floating pilot still alive. On a hit or a crit, the pilot is captured by the Empire (with possibilities of rescue down the road, though represented as a rebel prisonner upgrade card). Otherwise, only the body is recovered by the enemy.

That's all I can think of right now ;)

Edited by dotswarlock

Since I'm playing X-Wing Alliance these days, my mind is turning towards the ejected pilots that you sometimes spot floating around after a ship has been destroyed. So I would suggest something like this:

- Whenever a ship is destroyed, remove it from play and put a pilot token in its place.

- If a friendly ship comes within range 1 of pilot, it can use the "rescue" action to put the token on its pilot card.

- Pilots survive for another mission if they win the mission, hyperspace out of the area (flee from the edge of the map) or are rescued and then flee from the map.

- A small base ship can only rescue one pilot, a large base ship can rescue two.

- A pilot can only float in space for 5 turns after their ship is destroyed, after which their life support runs out and they permanently die.

- In the case of a mission failure, roll an attack die for each floating pilot still alive. On a hit or a crit, the pilot is captured by the Empire (with possibilities of rescue down the road, though represented as a rebel prisonner upgrade card). Otherwise, only the body is recovered by the enemy.

That's all I can think of right now ;)

I do have a search and rescue mission on mission control.. :-)

I seem to recall a similar rescue of Wedge by Luke in the book Truce at Bakura

I seem to recall a similar rescue of Wedge by Luke in the book Truce at Bakura

Didn't Luke use the force to go into hibernation or something, after fusing two blaster power-cells into a grenade in a high-oxygen environment?

If I got the details wrong, it's 'cause I've not read a single Star Wars book in over a decade. I should fix that...

yeah, I have no idea but that sounds familiar and I'm in the same boat there. Last book I read was the first Vong book when it came out. I quit after that.

Start unnamed in ship of your choice. Any points left over under 27 buy you upgrades. Exp points down the road get you more gear, ship upgrades, higher PS and pilot abilities.

RPGs work better in atmosphere than the vacuum of space.

I've not played a lot of RPGs in my day (excluding Mass Effect and Elder Scrolls) so maybe this idea is invalid.

This model would work for Rebel players:

1. Start with basic ship. For balance purposes. All base ships cost 20 points.

2. Compile all of the upgrade cards. Select a random card, enough for each player. Place them face down. Players play for these cards.

3. They can then trade up. For example, a player starts with a '20 pt' Rookie X-Wing. If they acquire 4pts of upgrades they may choose to trade the 25 points for a Biggs .. or hold out for 29 points so that they can trade for a Wedge. Doing so loses their upgrades as they have traded them.

If a player has 30 points worth of kit and they trade for a 29pt Wedge, the remaining goes into a 'bank'. Meaning, on their next trade they may use that extra point.

4. Players play for upgrades. If there are 3 players, there are 3 upgrades. You can decide who chooses the first card by going off points in that round, rock-scissors-paper, etc. Players choose. Example, player 1 starts in an A-Wing, his team wins. There are 3 cards to chose from. An astromech and 2 modifications. They player would probably not choose an astromech.

5. Players may choose to split their points between 2 ships. Eg, once you have acquired 40pts worth of gear, you may choose to split it into 2 rookie ships.

6. Players may trade with team mates of the same faction should they wish.


I started cooking up a system a while back that had fairly complex ship progression. 100% untested, and the campaign system was still incomplete, but I think it was at least pretty cool. Here's a link to the google doc.

Also, it has lots of pretty pictures grabbed from the internet.

Edited by Babaganoosh

These are the notes on a system i was working on and then got distracted by other stuff i get paid to write :)

Feel free to pinch anything you like.

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.

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