X-Wing RPG

By jjayers99, in X-Wing

EDIT: new master page for all of my material related to this campaign can now be found HERE.

Original post follows:

For those of you who would be interested in following along, or trying your own version out, I've started a homebrew RPG campaign for X-Wing.

I posted the prologue and a basic synopsis last week. If you missed it, it's here: http://www.tabletopgeneral.com/2014/12/01/x-wing-rpg-preview/

Session one ran this Tuesday, and entailed half of a training squadron of TIE Fighters making a daring escape while defecting over to the Rebellion, a transport full of stolen cargo in tow. Photos and epilogue are here:

http://www.tabletopgeneral.com/2014/12/10/x-wing-rpg-session-1/

Several players have created custom pilot cards for this, I'll put those up for kicks in the near future.

Edited by jjayers99

Ugh god how I would love to try this. Perhaps I'll set one up at my FLGS. There is another sort of local to me, at MM in Toronto but I cannot attend it.

I'm entirely in love with this idea, writing on my own homebrew as we speak.

Currently I am not worried about where players can spend their hard earned XPs as munitions such as torps and missiles need to be replaced and EPTs are treated as individual pilot tactics that can be changed by spending, well XP...

I've got a campaign system knocking about somewhere. Untested as yet but i tried to make it use only the dice from the xwing game.

Use 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

EDIT: POSTING IMAGES IS HARD.

Edited by nikk whyte

AzTwq7y.jpg

THERE SHE IS.

my imps happen to be red, so it made for a nice bit of character building. the call sign was given to me mid mission, by jjayers99 in the midst of chaos, so i'm sticking with it.

AzTwq7y.jpg

THERE SHE IS.

my imps happen to be red, so it made for a nice bit of character building. the call sign was given to me mid mission, by jjayers99 in the midst of chaos, so i'm sticking with it.

This is all kinds of fantastic!

The red TIE is awesome, but the artwork on this one has to be my favorite submitted thus far:

Crossbones.jpg

That is a cool pic...if only I could paint, then I would do one of my TIEs up like that.

I would like to try running this with some local people - does anyone have the rules and perhaps sample sessions handy that they could provide?

I would adapt it for the Empire - my players would be better suited to more maneuverable ships.

I would like to try running this with some local people - does anyone have the rules and perhaps sample sessions handy that they could provide?

I would adapt it for the Empire - my players would be better suited to more maneuverable ships.

The empire still outnumber is after we defected. It's not a rebel RPG. It's a war.

Well Nikk, it should even out after I get back from California. I have a feeling that there will be more opportunities to defect...

I would like to try running this with some local people - does anyone have the rules and perhaps sample sessions handy that they could provide?

I would adapt it for the Empire - my players would be better suited to more maneuverable ships.

I wish I had some more solid rules I could provide to you, but I'm playing this mostly by ear at the moment. Still, here's a run down on what I've done so far.

For session one, all players were using custom training lasers (low powered ion weaponry) - I wanted them to be able to shoot each other to their heart's content and build up some starting experience to spend without really risking losing any ships. I granted 1 experience point per uncanceled hit. Then I threw in the first major plot hook - a custom CR-90 shows up and starts firing into the training exercise, and two nearby transports and several defecting players used that as cover to escape. The Imperial loyalists got bonus experience for stopping one transport, and did the Rebels for escaping aboard the CR-90 (customized with docking bay) and for the second transport getting away safely.

Generally, I'm granting exp going forward for: Showing up, scoring kills against NPCs if included in a match, scoring hits against opposing PCs, and succeeding at objectives.

Experience will then be used to upgrade pilots/ships, buy new ships, or hire wingmen (secondary characters) to fly your extra ships. A pilot can have any number of EPTs and ships can have any number of modifications, but each one becomes more expensive based on how many you already have, and you risk losing them all and starting from scratch if you let yourself be shot down. Still working on rules for ejecting / survival, and how much you potentially lose from your pilot, but the ship is gone if you're shot down, period. Will likely make for some interesting decisions as to how far to go before aborting a mission.

I'm posting an upgrade buy-list publicly at this stage, although I may offer special deals as mission rewards privately later on as the campaign progresses. I posted the buy-list, as well as what stats I have for both rosters today on my website at http://www.tabletopgeneral.com/x-wing-rpg/, and I'm scribbling away on a few ideas for a second mission for tomorrow night. I'll be putting together more solid rules as the game evolves, but "Game Master's Discretion" will always take precedence over rules in any RPG, so it's not a big deal that we don't have a solid and fully established ruleset.

The feedback I've received thus far has been excellent, and I'm having fun with putting it all together. So my biggest advice at this point would be this: If you want to run something along these lines, just put together your missions and start it, make your rules as you go. Be fair, and in a single faction game make the rules favor the players when you're unsure how something should work. Tell a story, and have fun with it. And be sure to let me know how it goes!

I have a new favorite custom pilot card....

Grandma.jpg