Xwing meet savage worlds

By Munk888, in X-Wing

Hi all! New to the community and stoked about this game's standard war gaming, and creative avenues. Time to brain dump a bit!

I'm planning on using the Xwing miniatures and rules to augment into the Star Wars RPG i currently GM for friends and family of mine. We use the Savage Worlds Deluxe rule set. It's set in 23 ABY. The game focuses on character developement, advancement, inventory management, (Too many years of playing Elder's scrolls has ruined me) and of course getting out of nasty situations! I've been using a combination of the Savage worlds vehicle rules and my old ass star wars action fleet toys for the intermittent space battles the crew find themselves in. It's clunky and the models take up too much room on our dining room table.

So! Inbetween raiding imperial bases for hidden tech, or tracking down remnants of the empire on multi-tiered asteroid bases (filled with scum and villainy of course), this looks like the perfect solution for chasing down that pesky warlord for a climatic space battle ending!!!

The crew successfully liberated a YT-1300 that was in a hanger on a droid manufacturing station. They've lovingly called their ship the Spruce Moose lol. Some Simpsons fans no doubt. We actually use a mass transit medium frieghter map that the players can actually sit in different stations and run around and fix or repel boarders. Super fun.

Ideas:

I won't worry about 100 pt vs 100 pt battles. It'll be completely context and story driven.

The movement and core rules will be completely viable.

I have a different critical hit system that i will employ (savage worlds). After each hit or wave of hits, players will roll on a crit hit table:

CRITS

2d6 Effect

2 Scratch and Dent: The attack merely scratches the paint. There’s no permanent damage.

3 Engine: The engine is hit. Oil leaks, pistons misfire, etc. Acceleration is halved (round down). This does not affect

deceleration, however.

4 Locomotion: The wheels, tracks, or whatever have been hit. Halve the vehicle’s Top Speed immediately. If the

vehicle is pulled by animals, the shot hits one of them instead.

5 Controls: The control system is hit. Until a Repair roll is made, the vehicle can only perform turns to one side (1–3

left, 4–6 right). This may prohibit certain maneuvers as well.

6–8 Chassis: The vehicle suffers a hit in the body with no special effects.

9–10 Crew: A random crew member is hit. The damage from the attack is rerolled. If the character is inside the vehicle,

subtract the vehicle’s Armor from the damage. Damage caused by an explosion affects all passengers in the

vehicle.

11 Weapon: A random weapon on the side of the vehicle that was hit is destroyed and may no longer be used. If

there is no weapon, this is a Chassis hit instead.

12 Wrecked: The vehicle is wrecked and automatically goes Out of Control.

I'm going to play test that this crit table still makes sense with the new models and rules that xwing supplies. Perhaps the critical hits in xwing will make more sense? I do like this system as the players don't know when they will incur a "bonus" problem with their ship. But, maybe the core crit mechanics in xwing will be more optimal? I'll try both and try to update this post.

Ammo. Each concussion missle, proton torpedo, mine costs money. As long as the PC's (player characters) want to shell out coin to blast baddies, i'll let em! Finite amount in the magazine.

Weapon upgrades: turrets and what not. Each costs money. Fillable hardpoints: for example on the yt-1300, 2 turrets, 1 forward mounted laser cannon, and 1 forward mounted concussion missile launcher. I'm planning on letting each turret gunner a shot at the baddies per turn (as long as their gun is functioning). Completely overpowered in a standard game, this is fine for an rpg where the PC's need to be threatened just enough to have fun, but not slaughtered so as to feel cheated by the GM. (The co-pilot can choose to shoot forward mounted blaster or launch a missle, if enemy in arc)

Repairs: savage worlds allows you to burn a benny to attempt to soak a wound. I allow the players to soak a "hit" at the price of a generic "part." Parts cost $ and have finite room in the cargo hold. In this fashion, characters more focused on aiding/mechanical will get to shine as they roll for successful "repairs," While at the same time their pilot and gunners can fight back!

Sorry long winded. I'm very excited to meld worlds!

All ideas, thoughts, critiques welcome!

can't wait for some xwing (simple) battles in between the party's main quest lines!

Movement dials for all ships

Savage worlds initiative

Action phase: ships move and shoot

End

1. At the beginning of each turn, each pilot plots his manuver and places the movement dial facedown next to their ship.

2. Do the typical savage worlds initiative for all PC's and enemy ships.

3. Action phase begins when the PC or NPC with the highest card takes his/her turn. The PC/NPC begins by flipping over his manuver dial and moves according to the pre-selected manuver. IF an enemy is within his firing arc and within range of the range finding template, he may choose to shoot at his target. If no target in range, his turn is complete. (For our purposes, we'll ignore the xwing rules regarding additional attack or defense dice based on range 1-3. Keepin' it simple. We'll also disregard the complex actions from xwing.)

Once the hull starts to get hit, roll on the Savage world's crit table per "hit"/ salvo of "hits" to see if there are any complications. No crits when shields hit.

Other considerations during action phase:

Turret gunners on hold: Each gunner gets his own initiative. Can elect to go on hold. If going on hold and a bad guy moves into range of the gun, that bad guy's turn gets resolved first. THEN the gunner can activate, cuz he was on hold.

To do a red manuver, roll pilot/driving skill. Success, manuver executed! If the maneuver is failed, move the vehicle to the point of the maneuver, then roll on the Out of Control Table to see where it actually ends up

Ammo type weapons. Each concussion missle, proton torpedo, mine costs money. As long as the PC's (player characters) want to shell out coin to blast baddies, i'll let em! Finite amount in the magazine.

Repairs: savage worlds allows you to burn a benny to attempt to soak a wound. I allow the players to soak a "hit" at the price of a generic "part." Parts cost $ and have finite room in the cargo hold. In this fashion, characters more focused on aiding/mechanical will get to shine as they roll for successful "repairs," While at the same time their pilot and gunners can fight back!

I have a different critical hit system that i will employ (savage worlds). After each hit or wave of hits, players will roll on a crit hit table:

Crits

2d6 Effect

2 Scratch and Dent: The attack merely scratches the paint. There’s no permanent damage.

No internal system damage.

3 Engine: The engine is hit. Oil leaks, pistons misfire, etc. Acceleration is halved (round down). This does not affect deceleration, however.

Count down to hyperspace jump delayed until the system is repaired.

4 Upon rolling a 4, have the crew roll a d4.

Shields hit - Shields down and not recharging.

Sensor suite hit - Unable to roll ship's notice (like detecting additional enemy ships, debris etc.)

Oxygen suite hit - Ship loses 20% oxygen per turn.

Door control hit - Unable to manipulate door control to block intruders, vent fires/enemies into space, etc.

5 Controls: The control system is hit. Until a Repair roll is made, the vehicle can only perform turns to one side (1–3 left, 4–6 right). This may prohibit certain maneuvers as well.

Cockpit hit. Ship has a reduced ability to dodge incoming attacks. Ship's TN changed to 2 to hit. TN goes back to 4 when repaired.

If using xwing mini's and rules / agility die reduced by 1.

6–8 Chassis: The vehicle suffers a hit in the body with no special effects.

9–10 Crew: A random crew member is hit. The damage from the attack is rerolled. If the character is inside the vehicle, subtract the vehicle’s Armor from the damage. Damage caused by an explosion affects all passengers in the vehicle.

Roll a d6,8,10 depending on how many crew are active. Assign a value per PC going clockwise. Roll it and apply damage. If damage is extreme, simply say that a PC won't die on the adventure, and that 3 wounds is max. Regular healing rules apply.

11 Weapon: A random weapon on the side of the vehicle that was hit is destroyed and may no longer be used. If there is no weapon, this is a Chassis hit instead. Can fix with 1 parts

Roll a d6 and assign values for each PC/NPC gunning.

12 Wrecked: The vehicle is wrecked and automatically goes Out of Control.

N/A - No system damage

OUT OF CONTROL (Stock savage worlds, GM creativity for "out of control ships in space)

2d6 Effect

2 Roll Over: The vehicle performs a Slip and rolls over 1d6 times in that direction. Roll collision damage for the

vehicle and everyone inside. Any exterior-mounted weapons or accessories are ruined.

3–4 Spin: Move the vehicle 1d6” in the direction of the maneuver, or 1d6” away from a damaging blow. Roll a d12,

read it like a clock facing, and point the vehicle in that direction.

5-9 Skid: Move the vehicle 1d4” left or right (in the direction of a failed maneuver, or away from a damaging attack).

10–11 Slip: Move the vehicle 1d6” left or right (in the direction of a failed maneuver, or away from a damaging attack).

12 Flip: The vehicle flips end over end 1d4 times. Move it forward that many increments of its own length. Roll

collision damage for the vehicle, its passengers, and anything it hits. Slow and heavy vehicles such as tanks

(GM’s discretion) don’t flip but suffer a Slip or Skid instead