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!