RPG style X-wing?

By KILODEN, in X-Wing

now before some of you start yelling about how this is not meant to be an RPG style game, or how would you keep it balanced?

I already have a basic idea of how I want to do this, but do you think there is room for another version of this game for people to enjoy?

1- X-wing miniatures

2- X-wing epic play

3- X-wing RPG

Rules would include starting at PS 1 for all ships and then through experience purchase higher PS and then pilot skill slots, yes multiple slots. but after the first slot they get expensive fast.

Your squadron sheet will include up to 12 ships. you have campaign points to purchase these at the beginning and as your squadron gains renown they can purchase more ships up to the maximum of 12.

now I am undecided as to if I want advancements to be random or if the player should be able to build his squad as he sees fit.

there would also be pilot subtypes that would restrict your advancement options.

each pilot will gain experience points throughout the battles and can spend them after if he survives.

so what say you?

I love this idea. :) I kind of wish this was official in some way, but it would be fun to play if it were fleshed out a bit.

I am writing it up in excel, I will change it to PDF when done then post in a new thread when I can finish it.

It's always difficult to try to make a game with pre-named special characters work in this kind of campaign system, but if you can it will be a total blast.

Back in second edition blood bowl I really liked random special abilities but from a table you choose so that you could still tailor the special ability to how you wanted the character to play. Don't know if that would work here though.

How many so equal abilities are you thinking of having available? Are you just going to copy the ones from existing pilots or create new ones? How will you handle PS going up, and what if a player doesn't WANT his pilot's PS to go up any more (some abilities might work better on low PS pilots)? Can players move their pilots to different ships? That could result in some broken combinations but you might make changing to a new ship cost an advancement. You could also have an expensive or unlikely option to change to a different factions ship. How will you handle large ships? If all the player's pilots are original characters, how will you handle the named crew members?

I don't see any roleplaying. It sounds more like a levelling campaign.

I've enjoyed running X-wing in a kind of imperial assaultish way.

I actually drafted up some guidelines for our campaign. Would it be helpful for me to post them?

I don't see any roleplaying. It sounds more like a levelling campaign.

I agree- more like a multi-mission campaign. I have, however had success with incorporating X-Wing into EotE/AoR. It makes ship combat make sense instead of just saying "Ties shoot at you. You shoot back- roll dice" twelve times.As the GM you can fudge movement or rolls to progress the story- at the end of the day, story is what counts.

Edited by SPECPOL

The link I tossed up has a huge breakdown, faction specific purchase lists, rules for acquiring as many EPT's, mods, and weapons as you can afford.

My two favorite ships were my own personal x wing, with 4 hull and 3 shields, and adrenaline rush for tense moments and the two stolen tie fighters some of our rebels kept instead of trading. Both at 4 hull and 1 shield, with ion cannons and sensor jammers.

Those two kept the skies ioned, while the x wings (and one ridiculous Rec spec y wing) mowed down everything that stood in our way.

I miss campaign nights.

I'my running a campaign weekend on this sort of idea. Details can be found on my website: www.theblackorifice.co.uk

I'my running a campaign weekend on this sort of idea. Details can be found on my website: www.theblackorifice.co.uk

I have to say, given what I know about the internet, I was reluctant to click a link by that name.

would be cool as long as it did not require a DM of sorts to manage things... its hard enough to find local players..lol

The link I tossed up has a huge breakdown, faction specific purchase lists, rules for acquiring as many EPT's, mods, and weapons as you can afford.

My two favorite ships were my own personal x wing, with 4 hull and 3 shields, and adrenaline rush for tense moments and the two stolen tie fighters some of our rebels kept instead of trading. Both at 4 hull and 1 shield, with ion cannons and sensor jammers.

Those two kept the skies ioned, while the x wings (and one ridiculous Rec spec y wing) mowed down everything that stood in our way.

I miss campaign nights.

Is there anywhere with a more elaborate breakdown of your rules system? I might be reading that wrong, but I cant figure out how gaining experience works. (sorry if its really obvious, I just woke up.)

Adding campaign elements to x-wing is about the best idea I've ever heard. I love that kinda stuff.

Puts me in mind of the good ole West End Games...

;)

Puts me in mind of the good ole West End Games...

;)

That was the first RPG I was ever a DM for, way back in high school. Also the first RPG handbook I ever bought. Used my first ever paycheck to buy it, too. I've got a LOT of nostalgia tied up in that old game system, haha!

Puts me in mind of the good ole West End Games...

;)

That was the first RPG I was ever a DM for, way back in high school. Also the first RPG handbook I ever bought. Used my first ever paycheck to buy it, too. I've got a LOT of nostalgia tied up in that old game system, haha!

Cool my Star Brother... cool!

:)

We play RPG all the time.

-Each player uses one rebel fighter A B X Y.

-The master creates the mission and controls the Empire.

-You start with the basic ship and you add stuff as you gain PX (except the YWing, which starts with the ion turret).

-PX equal to Squad Points. Players can be the same unique pilot, but players cant have the same unique upgrade (there can be two Wedge Antillies but there cant be two R2D2)

-Every kill gives you 1PX (there are no assists, this way the pilots with lower pilot skill gain more PX)

-Doing mission stuff gives you more PX

-If you leave the battle area before its over you dont win any PX this game.

-Winning the mission gives you 1PX, and if you go back home with your ship alive you win 2PX.

-After each game the players vote an extra PX for the best player.

-When you are destroyed. If you are destroyed with the exact amount of damage your hull had you are alive but floating in space, someone needs to rescue you. If you are destroyed by more than that, you are killed. You need to create a new character with half the PX.

-You choose your name, species and background. But the nickname is chisen by the rest of the squadron. You can not change it. If you hate it, be ready to get used to it.

-When you have too many PX you can get a wingman. It costs PX=Squad Points. If the Wingman is killed you loose every PX invested in him.

The missions go from escorting a rebel transport, to attacking an imperial base. There are named bad guys and there are campaigns surrounding them. For example, we lately had the campaign of the prototype TIE Phantom.

We play RPG all the time.

-Each player uses one rebel fighter A B X Y.

-The master creates the mission and controls the Empire.

-You start with the basic ship and you add stuff as you gain PX (except the YWing, which starts with the ion turret).

-PX equal to Squad Points. Players can be the same unique pilot, but players cant have the same unique upgrade (there can be two Wedge Antillies but there cant be two R2D2)

-Every kill gives you 1PX (there are no assists, this way the pilots with lower pilot skill gain more PX)

-Doing mission stuff gives you more PX

-If you leave the battle area before its over you dont win any PX this game.

-Winning the mission gives you 1PX, and if you go back home with your ship alive you win 2PX.

-After each game the players vote an extra PX for the best player.

-When you are destroyed. If you are destroyed with the exact amount of damage your hull had you are alive but floating in space, someone needs to rescue you. If you are destroyed by more than that, you are killed. You need to create a new character with half the PX.

-You choose your name, species and background. But the nickname is chisen by the rest of the squadron. You can not change it. If you hate it, be ready to get used to it.

-When you have too many PX you can get a wingman. It costs PX=Squad Points. If the Wingman is killed you loose every PX invested in him.

The missions go from escorting a rebel transport, to attacking an imperial base. There are named bad guys and there are campaigns surrounding them. For example, we lately had the campaign of the prototype TIE Phantom.

Yeah that sounds just about great.

Back in the day we used the cool little Micro Machines for the ships, in the 90's... oh about 10,000 years ago now.

:lol:

I made an RPG system using micromachines back in the early-mid 90s!

Some picture of our RPG games:
pic2457512_lg.jpg
pic2202721_lg.jpg
pic1987707_lg.jpg
pic2457541_lg.jpg
pic2457542_lg.jpg

I made an RPG system using micromachines back in the early-mid 90s!

^_^

I also used said micromachines figures for the SW D20 when it was released, late 90s early 2000s...

Micromachine star wars got used a lot.

Mel, your mats and your games are both epic. I love your callsign rules too. That's the way real callsigns work - they're usually based on your name, or the dumbest thing you ever did that was witnessed by others, or some other embarrassing trait, and the more you hate it, the more it sticks.

now before some of you start yelling about how this is not meant to be an RPG style game, or how would you keep it balanced?

I already have a basic idea of how I want to do this, but do you think there is room for another version of this game for people to enjoy?

1- X-wing miniatures

2- X-wing epic play

3- X-wing RPG

Rules would include starting at PS 1 for all ships and then through experience purchase higher PS and then pilot skill slots, yes multiple slots. but after the first slot they get expensive fast.

Your squadron sheet will include up to 12 ships. you have campaign points to purchase these at the beginning and as your squadron gains renown they can purchase more ships up to the maximum of 12.

now I am undecided as to if I want advancements to be random or if the player should be able to build his squad as he sees fit.

there would also be pilot subtypes that would restrict your advancement options.

each pilot will gain experience points throughout the battles and can spend them after if he survives.

so what say you?

Go to www.tabletopgeneral.com. It's been on hold for a bit, but there are some posts from a ways back where he was hosting an RPG using X wing mechanics. Turned out to be lots of fun.