Latest version Big Shed League Campaign Rules.

By winterdyne, in X-Wing

Latest version (0.95rc) now reduced to one file:

Rules I'm pretty happy with now.

Download links:

http://www.winterdyne.co.uk/maz/xwing_rules.pdf

Brief Synopsis:

You build a Fleet of 350 points, split into a number of Squadron types:

Recon (<=3 non-large ships, <=60 pts, no ship over 30 pts), Standard (60-120 pts), Epic (120-240 pts). These are identified by playing cards (2-10). Huge ships only go in Epic Squadrons.

The player with the weakest Fleet chooses their opponent for the upcoming game. Then the next weakest chooses an opponent and so on. Several games can kick off simultaneously then.

Before a mission, you select 1 or more cards, containing at least one Standard or Recon Squadron. One of these is drawn randomly to get a selection of missions to choose from.

Missions offer different area setups, and squadron types to draw from. Forces are mostly randomly selected squadrons from the fleet list.

Missions provide various rewards (in addition to more points to spend on your fleet) which can mess with how future missions play out, and potentially give you freebies etc.

In between missions, you can upgrade your fleet (including a simple 'experience' system).

I'd appreciate feedback on the system - ideally some more groups to playtest it a bit. I reckon it's OK so far...

Edited by winterdyne

Thought I'd resurrect this post/thread to put in a playtest history of the latest version.

So far we've had one game with this version, between my imperial fleet and Tomo's rebels. George and Sim are about to drop into the campaign.

Tomo was Active Fleet, with slightly fewer points spent on his fleet. He drew a standard squadron, and selected an Engagment mission. This mission is a straight-up standard fight on a 3x3. Normal tournament table setup with the Active fleet always having initiative.

I drew two squadrons from my available pool for that mission (Recon & Standard Squadrons).

He drew up another card to try and balance (or outnumber) me.

Revealing the squadrons showed us both having one Recon, one Standard squadron. As this was the first game, neither of us had any nasty tricks (Fleet Assets) to play. The contents of the squadrons is fixed by the card number (referred to on the roster).

My fleet for this mission was:

1) A 118 point Standard squadron consisting of:

Kenkirk (Isard, Gunner, Fleet Officer, Custom Navcomputer)

Mauler Mithel (Swarm Tactics)

Black Squadron Pilot (Swarm Tactics)

Academy Pilot #1

Academy Pilot #2

2) A 60 point Recon squadron consisting of:

Royal Guard Pilot #1 (Royal Guard Tie, Stealth Device, Targetting Computer)

Royal Guard Pilot #2 (Royal Guard Tie, Stealth Device, Targetting Computer)

Tomo's fleet was:

1) A 117 point Standard squadron consisting of:

Blue Squadron Pilot (Advanced Sensors, Proton Torpedoes)

Blue Squadron Pilot (Advanced Sensors, Proton Torpedoes)

Airen Cracken (Swarm Tactics, Cluster Missiles)

Tala Squadon Pilot (Cluster Missiles)

Tala Squadron Pilot (Cluster Missiles)

2) A 60 point Recon squadron consisting of:

Jake Farrel (Push The Limit, Proton Rockets)

Prototype Pilot (Chardaan Refit)

Prototype Pilot (Chardaan Refit)

Planning to do some damage and then bug out, I spent a couple of turns getting the hyperdrives on the Decimator and escorting RGT's spun up before attempting to engage, with my TIEs forming a screen on the right. The Z's however came and trashed my fighter screen. With Mauler out of action pretty early (IIRC Jake Farrel one-shotted him) and my swarm-chain broken the Tala's, with supporting fire from the B's continued to muller down the rest of the TIEs. Deciding to break, I started to harrass the B's with the interceptors (popping one and mauling the other as the Decimator drifted by to lay fire down on a now badly damaged Farell.

The Z's continued to cause significant damage to the Decimator, which now sought a clear path out of the area while the A's chased up my now-mauled interceptors, destroying them both.

Finally, with the Decimator now running at Pilot Skill 0, and on one solitary hull point, a blocking Z-95 had to move out of the way allowing Kenkirk to finally hyperspace out, whilst a solitary Academy Pilot also limped off board.

At the end the results were something like:

Rebel KIA: None

Rebel MIA: Airen Cracken, Tala Squadron Pilot, Blue Squadron Pilot.

Rebel Damaged: Jake Farrel (Damaged), Blue Squadron Pilot (Damaged)

Everyone else surviving unscathed and everyone gaining the Experienced state (+1 PS).

Imperial KIA: Mauler Mithel, Academy Pilot, Black Squadron Pilot, Royal Guard Pilot, Royal Guard Pilot.

Imperial MIA: Academy Pilot

Imperial Damaged: Kenkirk, Academy Pilot, with the academy Pilot gaining the Experienced state.

This left the winners with 135 points for the win to spend on new and interesting things, and also the Captial Ship Support fleet asset. Next person to play Tomo might have some fun against that.

I got 90 points for the loss, which doesn't quite cover my losses. Gonna have to play careful in future and probably run away just to rebuild my squadron strengths. Lord Vader won't be pleased...

Edited by winterdyne

Another minor set of revisions and bug fixes.

Http://www.winterdyne.co.uk/maz/xwing_rules.pdf

And I'd like to make a request; I've seen some really nice home brew cards, if someone with the time and inclination could see fit to making some modification and bomb cards for the special ones in these rules I'd really appreciate ip the help. I just don't have the time to get on with photoshop when I don't generally use it. I think these rules are now ready for proper layout work.

Updated again. If you've not checked it out, please do so. It's definitely getting there.