Narrative campaign session 1 rules trial - playing xwing differently

By Gadge, in X-Wing

Some of you may remember a while ago i wrote and posted up some campaign rules to add a bit more depth to the game.

We tried them out tonight and so far they seem to be working really well

(you can probably search and find the rules easily enough but i can repost them in this thread if anyone is interested)

Simon and I both chose 200 point rosters according to the campaign rules (in a nutshell, all generics of PS4 or less and only one 'unique character' or 'unique' EPT per list, the character could be over PS4).

Only 100 points of this can be fielded at any one time the rest is for spares, replacements and crew/ship rotation and to give you scenario flexibility.

I fielde 3 academy pilots, a black squdron pilot with 'squad leader', a tie advanced (PS2) and a PS2 bomber with cluster missiles and flechette torpedos.

Simon ran LT blount with homing missiles leading a bandit squadron pilot with prockets, a mangle r cannon PS4 Bwing, and an xwing with proton torpedoes (PS4)

I faired pretty badly and lost the black squadron and an acadmey early on. One of my academys was on 1 hull point left a few turns in so i flew him off the friendly edge (in the campaign it doesnt destroy you, it lets you escape, flying of the enemy or neutral edges means you might get destroyed, captured or lost in space.)

I managed to take out the xwing and strip the shields off the Z95s but it was looking bad for my guys, the bomber was on half hit points so disengaged, my Tie advanced made a run for it but was shot down by a long range mangler cannon shot and my last academy pilot flew of a neutral edge.

Simons guys earned vital experience but not enough to roll on the 'PS/Ability bonus' chart and while he lost an xwing he rolled three 'hits' for resupply and got 30 ressuply points from HQ , easily enough to replace the red squadron pilot.

I was less lucky rolling just 1 hit for a measly 10 ressuply points but luckily i'd saved 10 points of my initial roster which meant i could repair the surviving TIE and partially repair the bomber.

My academy pilot (who had shot down the xwing) got 2 experience points (not enough for a roll on the chart either) but has to sit out the next game while his crew injury 'heals' (each crew/pilot injury you sustain requires a games 'downtime' to recover... you can fly injured but you'd be daft to).

So I've lost two ties but my 200 point roster was full of low PS cheap ships. i've still got two PS3 interceptors and a brand new bomber back in the hanger.

More importanly 'Soontir Fel' having been alerted to the rebel presence is being assigned to the next engagement.

This mission btw had four rocks and an objective to be in possession of the battlefield as an experimental TIE (a debris cloud in the centre) had been lost in this sector.

(we roll for 'game scenery' by throwing eight red dice. A 'hit' is an asteroid, a 'crit' is a debris cloud and if three or more focus come up they represent a 'hulk', a wrecked tranport or corvette (or raider when they are out).... blanks are nothing!

Only one game so far to try out the 'fxing and imprving mechanics' of my campaign system but we feel its already added to our gaming.

There is now a reason to 'bug out' if you've done a decent amount of damage and 'fighting to the death' is now detrimental. But whoever is in control of the field at the end of the game has a greater chance of recovering damaged ships, gets more ressuply and when we get the quadrant map done will 'own' that area.

Oh and i forgot to mention 'salvage', as simon was in possession of the board he could try and salvage wrecks.... for each ship you roll a red dice. A crit or blank means its beyond repair but a hit means that you recover it with one hull point. You can spend your ressuply on repairing it (other faction ships are doubel the cost to repair) or you can strip it for spares (you get a quarter of its points value as 'resupply).

Simon, for a laugh, elected to repair the tie advanced that he salvaged so the rebels now have a captured TIE advanced.. it will cost more to keep it running than a rebel ship but adds a little story to the campaign!

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, Vet instincts I may be used to give a pilot PS above 4

*one* unique character may be chosen as your leader, they may have more than PS 4.

You may leave points 'unspent' for repairs and resupply at a later date/ E.g if you spend 180 points you have 20 resupply in stock

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 or two points.

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.

Wounded pilots

Each pilot injury is one game that pilot has to sit out to allow the injury to heal. A pilot choosing not to sit out plays the next game with the critical effect in play.

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

I really enjoyed this game - the mini-campaign feel to it adds an extra narrative dimension. We'll tweak the experience / salvage rules as we go along, because it's all very early days yet, but for my money it's a nice change from stand-up 100 point tournament style fights. Lt Blount's Rebel pilot academy will no doubt have many more encounters with Baron Fel's border patrol force.

One change we made was to do away with any "pilot injury" table - if the pilot survives the battle, then medical science will ensure his career will continue. Instead, for each "pilot" critical he takes, he is not available for one battle while he recuperates.

I'd recommend anyone to have a go at something similar to this, and let us know how you get on!

Neat stuff! I may have to try a few games of this with a friend of mine. I've been working on an actual RPG expansion/adaption of the game for about a year now, but it's not quite ready yet (still have a few details to work on). Have you guys run any specific scenarios yet? Have you considered/tried running more points for an Epic scale game?

We're working on a scenario generator at the moment.

One thing i personally wanted to do was make sure that all the campaign rules can be used with the core game components so i need to find a way of getting a good spread of results with the options available from rolling red and green dice.

The easiest thing would be to do a D66 or d100 or similar chart but I sort of wanted to keep it pure to xwing.

While im certain every household has a standard six sided die somewhere, I KNOW everyone will have red or green dice.

It just gives you a limited amount of variables to play with as essentially you're working with frequencies of the faces and the chances of them coming up in a given combination/number of dice. Its not quite as simple as working with say d8s or d6s where you can plot a 'bell curve' of 'average rolls' very easily.

This really looks fun!

Do you have ideas on how to mix this with a competitve-but-fun gameplay? Some kind of goal for the campaign and a point or ranking system to decide who won it.

In my play area there has been some talk about holding tournaments or leagues that don't follow the standard 100-point dogfight. Perhaps this could be a good starting point.

So what are the 'victory' conditions, if enemy ships are able to flee?

I guess I'm asking if the battles are straight-up dogfights, or if they're objective oriented.

This sounds pretty cool, though!

The victory condition for the last game was being in possession of the exeprimental tie wreckage by driving off all other ships.

We're working on scenario generator at the mo.

At the very most basic level you tot up whats been 'destroyed' value with damaged ships being worth 'half' their points value if they fled, even if they were later recovered by either player.

so for example if we ran out of time and I had four 25 point xwings in my flight, two of them were on the board and one was destroyed and the other had fled by opponent would get 38 Victory points. we round fractions up for XP and VP and down for costs of equipment or reloads.

Its all very 'fluid' at the mo as we're playtesting it

The goal is to have a 'sector' map where the winner is the person in control of the most 'space'. ressuply points are increased by owning more areas/quadrants or whatever but you also have to assign at lest one ship as a 'sentry' or 'patrol' in claimed areas, anywhere not patrolled doesnt give you any revenue and could be moved into by an opposing force withouth warning. Thats all well ahead of ourselves but would be a 'risk' style 'strategic move' turn before any games are played done via email or fb among the players... theoretically you could have several 'strategic' turns on the map before any two factions met each other in open space.

At the moment we're assuming we're playing /competing for one area of 'border zone'

Im tempted to do a scenario generator that uses a lot of the scenarios from the large ships and core packs.

But i'd have to rewrite and modify them all to make sense in a broader context (cant have a senators shuttle turn up 10 per cent of the time) and also have to type them out in full as I dont expect everyone else to own every large ship to have the scenarios to hand.

What would help Simon and I immensely is if a few of you could try linking say just three games together using the rules for ressuply, repair, experience etc i've put down and tell me what you think works and what doesnt work

Even if Simon and i play 20 games something crazy could slip through the net that you might catch happening first time round.

Our next game is set for friday night. Im pretty sure at the end of that at least a couple of pilots will have the XP to be making increases.

I think i forgot to add that on 'pilot ability increase' , if you get the chance to shuffle the deck and gain an ability you can only have ONE at a time. If you get that 'upgrade' again you either choose to up your PS, take an EPT slot (only one of those as well!) or you can ditch the old ability and take the new one (you're allowed to draw the new ability first and see if its worth swapping out for)

Im also thinking that *potentially* when a ship is destroyed its assumed the pilot 'ejects'.

roll a red die.

If its blank they are picked up by 'search and rescue' from whoever is in possesion of the battlefield (or each side gets their own men back if its contested)

If its a 'hit' they are injued and sit out a game or fight at half PS

If its a crit they are dead.

That way people actually get the chance to get better!

The precendent is set in the TIE fighter and XWING pc games... you could 'die' in that but be captured or rescued

Neat stuff! I may have to try a few games of this with a friend of mine. I've been working on an actual RPG expansion/adaption of the game for about a year now, but it's not quite ready yet (still have a few details to work on). Have you guys run any specific scenarios yet? Have you considered/tried running more points for an Epic scale game?

If the playtest works with 200 point 'stockpiles' and 100 point 'active force' then its highly possible it should be able to scale up to say 1000 point 'stockpiles' and 300 point 'active force' or whatever. You'd probably just have to proportionately increade the ressuply dice.

A buddy and I tried this. We built 200-point squads, and created a new game in X-Com to give each pilot a random name (and nationality, just for kicks).

I put together a salvage scenario where there were four old anti-capital ship mines floating in space, two placed by each player during setup. They couldn't be within two of the edge, or within two of each other. A ship could spend an action if they were within 'barrel roll range' to pick one up. Then you roll an attack die, and on a crit, your ship suffers a crit as the mine explodes. Any other result is a dud mine. You have to fly the ship with the mine off the field to be able to claim the 20 salvage points for it.

He wiped the floor with me. I lost two interceptors, a phantom, and a tie fighter. Only the lone tie fighter flown by Madam Fong (my Chinese TIE Pilot) managed to escape. He didn't lose any of his ships. Brutal green dice for me, I rolled four blanks and a focus for my Phantom with one hit point left against a two dice attack from range three through an asteroid.

Fortunately, three of my ships had collected mines (then been destroyed), so he only claimed one mine for the victory. But he had a huge leg up on me.

We played another game, and rather than figuring out a new scenario, we just battled over one mine in the middle of the field. It was later, so we went with a 70 point game. I flew Madam Fong again and my Decimator, and while I lost my poor TIE Pilot, my Decimator scored three kills and won the day. Commander Rosalie Meunier gained a roll for XP and scored a crit; she gained an ability! She drew Carnor Jax's ability to deny focus / evade tokens and actions at range one, which ought to be devastating on a Decimator!

So far, so good. We're eager to see that Decimator back in action.

There were a few questions we had, however. The repair and retrofit costs seem unfairly weighted towards capturing ships with shields. There should be a cost for repairing the shield generator the first time. For instance, my buddy captured my Phantom. It starts with one hull point, which means it only cost him 10 points to put the Phantom back in the field against me. Likewise, if I were to capture a B-Wing, it would cost only 20 points to repair it to full, while a Y-Wing would cost 40 points. The shields should have a cost for the initial repair, I think. Or maybe the cost ought to reflect the price of the ship; pay double the points cost and it's fixed.

Also, do the ships cost double to field as well? We decided that they did not, since otherwise you'd never fly them.

Finally, can you tweak builds? I have some crew on the Decimator I'd love to swap out, my buddy has a fully decked-out Slave 1 that he's realizing he can't fit into most point matches without running light on the back-up. Seems like swapping crew in and out would be something you could do (just have a pool of 'purchased' crew available to slot in), and seems like equipping cannons and the like ought to be pretty straightforward. But we weren't sure, and we didn't want to break the rules before we had a good grasp on them.

Thanks for the rule set, it's been a blast so far!

Simon and I made some hefty mods and he's about to upload v2 of the rules.

Thanks for the feedback, we came to pretty much the same conclusions as you did.

Important changes are:

Pilots have more chance of 'ejecting/surviving

Rebel ships that has lot all shield pay to have the 'burnt out shield generator' replaced - otherwise they cost a lot less to maintain than imperials.

Resupply points are increased as a minium (blanks count as '1 point) and reduced as a maximum (crits are 15 points)

Ordance is bought as launchers with a load, reloading is a lot cheaper to make ordnance more attractive.

Most upgrades and titles are 'hardwired' when fitted to a ship. Astromechs and pilots can be changed between ships

Some ships that are in the 'lore' modular like the scyk are allowed to swap out cannons/weapons etc.

We just had a cracking new game in the campaign.

simon fielded Blount, a tala squadron, a heavily armed dagger Bwing with a gunner and a gold squdron Y wing

I fielded my one character, soontir fell, 2 avenger squadron wingmen and two academy ties.

It was long game but the imperials won, the Bwing was destroyed (pilot survived) and blount was killed. The tala and gold escaped but the gold was so badly damaged simon scrapped it for salvage

I lost an avenger and an academy, my surviving academy got a crit as he'd acrued 3 experience points and gained a PS.

I used my salvage to buy a replacement Tie int but will swap the recently 'improved' academy pilot to be its crew.

At the mo i've got two TIE fighers, two bombers and three interceptors left but all my guys are on low PS other than soontir.

Simon on the other hand has a fair few high PS ships (well 4 is 'high' in comparision) but a wierd change and few upgrades left in the hanger. I think hes down to a B wing, 2 Z95s, a HWK and a captured Tie Advanced!

We also set a temporary campaign 'end game' that if you are unable to field at least 90 points to an engagement you are considered to have 'lost' (we though more than a 10 point disparity would be a bit of a one sided game anyway)

Im sure simon will post up V2 of the rules soon and also the roster sheet to keep track (needed if you're going to allow pilots who have ejected to get into new ships). We're going to be using a card and ship base chit generator programme as well as like you have done its a good idea to name pilots or it gets confusing as to who has 'kills' and 'experience' etc. Also who is wounded and had to sit out a game.

Lot more narrative if 'rogan jax' has to sit out a battle while he recovers from an injury than 'academy pilot 5 is dead'.

Edited by Gadge

I do like the X-Com names, and I'm planning to steal more ideas from the game; when a pilot has advanced 2 pilot skill, they get a 'callsign'.

I'm not sure I like your eject rules; they seem too forgiving to pilots. I'd prefer to see a green die be rolled, and the pilot is safe on an 'evade' result. That way it happens, but not often. If a pilot has a 7 out of 8 shot to survive being shot down, it places less emphasis on keeping valuable pilots safe (or going after them).

Or maybe you could use the evade capture rules for the eject idea? That way more maneuverable ships (which tend to be weaker) have a higher chance of a pilot surviving. It would make a high skill TIE Pilot more durable in the long run.

Pilot ship eject/salvage rules have been changed as per the above comments. Simon will put up the exact rules later but in a nutshell

Roll a green and a red die for each destoyed ship. The red die reflects the ship and the green the pilot.

A green evade is a succesful recovery and XP

A green focus means the pilot is injured and recovered, has to wait a game out but keeps his XP

A blank means you're dead.

We're considering allowing the 'controller' of a battlefield to roll two green die and pick the best result given his seatch and rescue teams will have an easier time.

Off hand i cant remember the ship rules we changed to but i think its 'critical' = can be repaired/salvaged. A hit means its a write off but you gain x ressuply. A focus is also a write off but with less points of ressulpy. A blank means its just totalled.

Thanks for all the thought you've been putting in this. I have a concern though.What's to encourage a continually losing player to come back to the campaign. I feel there needs to be a handicap mechanic of some sort.

Necromunda has a system that works losing into it. If I translate to Xwing it might be something like this..

Make the 200 point pool as you describe.

When you have a fight, you write on a piece of paper the size of force you will field up to 100 points. Depending on the difference in points, the lower point force will get bonus XP just for showing up. Maybe something like +1 XP for each 10pt difference (or part of, maybe at least 5 pt diff to get the bonus?).

Also, I don't like that only kills earns you reward XP. That makes deadlier ships more likely to advance. I think special missions could have XP opportunities. Like, collecting the capital ship mine is +1 XP. Or the number of kills required to get an XP could be equal to the attack dice? Ship with 2 attack would need 2 kills to get an XP. 3 attack would need 3 kills..

Winners of the battle get their rewards, but the loser should also get some kind of balance mechanic reward, like a re-roll point. Useable anytime in a future game. Their side is getting more desperate or something. Some kind of mechanic that gives an underdog a chance when they are being steamrolled.

Maybe I missed it, but is there a system that makes units more expensive to field as they get more PS or special abilities?

Edited by homedrone

Yeah were working on this as we go along, its a case of playing a game and then working out how to improve it.

So far for a 'theory' when i wrote the first draft its 'survived contact with reality' quite well

We now have points values for the ships and seperate points values for pilots of various PS

Obviously you're going to have some disparity if anyone gains EPT from 'pilot ability' but its going to be a small variable.

At the moment until we get a larger map system worked out its a 'short term campaign' with the vicotry condition to be to reduce your opponent to no longer be able to field 90 points of ships and equipment and crew in a list.

It looks at the moment that you'd have to lose badly at least three times for this to happen unless you were daft and spent 200 points of three ships at the start :)

We're improving the benefits of 'winning the field' as well to discourage someone zooming in, alphastriking the heck out of one ship then disengaging for a 'win' by making it better to stick around and try and 'own' the field.

The important thing to remember is these are a loose framework to allow friends to link up games with a narrative flow, some progression, a reason to pull that B wing on 1 hull point out of a losing battle etc

Its not supposed to be a competetive tournament system. A lot of it at the moment relies heavily on you liking your opponent and having the same goal of 'a good story'.

Like i say we've only had two or three games using the system at the mo and it changes every time when we find out what does and doesnt work.

Thats what makes feedback from you guys like this from those of you trying it so valuable as you might come up against situations Simon and I have not thought of.

I'm hoping he'll post up the V2 rules when he gets home from work this evening. its sort of hard to comment on them further at the mo as he added about two pages of really good ideas and clarified a lot of mine but i forgot to take a copy home with me :)

Edit: Kills for xp isnt ideal but the alternative (other than scenario objective XP) means a *lot* of bookeeping if you track XP for hits, for ordance hits etc. We felt that 1xp for turning up and 1xp per kill was reasonable and meant that a lucky pilot might advance a bit every other game. Give them too much and you go from PS1 to PS4 and an EPT in a single battle :)

Edited by Gadge

t.

A green evade is a succesful recovery and XP

A green focus means the pilot is injured and recovered, has to wait a game out but keeps his XP

A blank means you're dead.

We're considering allowing the 'controller' of a battlefield to roll two green die and pick the best result given his seatch and rescue teams will have an easier time.

I like that last bit a lot, it reflects some of the stuff they do in the X-wing novel series, like when the Pulsar Skate managed to find survivors among the wreckage of a recent battle.

I'm going to try and run a mission or two using these rules tomorrow. If I actually get to play, I'll let you all know how it goes!

This looks pretty fun, I'll try it when I get a chance.

Okay here is version 2 of the rules. It's a lengthy post, but Gadge and I have been coming up with rules tweaks on a daily basis. It's very much a work in progress, but we like where it is at the moment.

Pre Campaign

At the start of the campaign, each player is allowed to choose 200 points of non-unique ships, cards and pilots for any one of the three factions. You don’t have to spend all 200; anything you don’t spend can be saved for use later.

Only pilots of PS4 or lower may be chosen for the initial list, except for *one* unique character who may be chosen as your leader. This named character’s EPT (if he has one) may also be unique.

Pre Battle

Only 100 points may be fielded per engagement, unless you are playing a special scenario. This 100 points includes the full value of any upgrade, even if you paid less for it in credits (see special rules for ordnance below). Each ship's cost to field is the amount of credits listed below in "New Ship Costs", and the pilot costs an amount equal to his PS plus any EPT he has. This makes them cost roughly the same as the pilot cards, but gives you the flexibility to swap pilots around between ships.

Any pilot can fly any ship in your roster.

During Battle

Any ship may ‘flee’ from their friendly edge and not be destroyed.
Fleeing from an enemy or neutral edge may result in capture or being ‘lost in space’

Any ship that flew off any table edge other than your starting area rolls three dice; add one if you won the encounter, subtract one if you lost and further a one if you are attempting to flee from the enemy 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’.

Post Battle

Salvage

Each ship “destroyed” during the battle should roll one red and one green die. Additionally, for each Crew upgrade a destroyed ship has, roll an additional green die for him to see if he escapes too. If you won the encounter, you are allowed a reroll of any green dice (but not red).

Green die results:

Blank means the pilot (or crew) is killed.

Focus means he is pulled, barely conscious, from the wreckage and must miss the next battle while he recovers. He also cannot roll for experience after this battle, even if he has enough XP – he barely made it out alive and is too busy healing.

Evade means he ejected in time and was recovered by his comrades.

Red die results:

Blank means the ship was totally destroyed and reduced to space dust.

Focus means the ship is a wreck but can be stripped for parts; it generates 2 credits worth of scrap.

Hit means the ship is badly mangled but yields 5 credits worth of useable parts before heading for the scrap heap.

Critical means the ship survives the battle with one hull point left and can be repaired as normal and re-used, or scrapped for a flat 10 credits worth of parts.

Whoever controls the field at the end of the battle gets the benefit of whatever usable wreckage from both sides is left as above - a good incentive to try to "win" the game rather than just survive it by running.

Surviving pilots

A surviving pilot gains one experience point for surviving a battle and a 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 number of red dice equal to the pilot’s PS every time he/she gets 3 experience points or a multiple thereof, and takes the best result from the following:

All blank: “Back to the academy with you, son”. This pilot loses one PS (to a minimum of 1)

At least one focus: “Keep practising”. Pilot gains nothing, but loses nothing.

At least one hit/critical: “You’ve got some talent”. Gain 1 to your PS.

Two or more hits/criticals: “The kid’s quite a hotshot”. Choose an EPT costing up to 2 points, or increase your PS by 1 if you already have an EPT or don’t want to take one.

Three or more hits: “Impressive…” Choose any EPT (or increase your PS by 1 if you already have an EPT).

Three or more crits: “The force is strong with this one”. Choose a named pilot card at random for the ship you were flying in this battle; this is now your pilot card. Increase your PS by 1 if you are already a named pilot.

Note that PS can go to 9 maximum; no improvement is possible beyond this!

Resupply from HQ

Roll 3 red dice after each battle, and add an extra die if you won the encounter (i.e. you were the last side left on the battlefield or "won" the mission).
For every:

Blank = 2 credits
Focus = 5 credits
Hit = 10 credits
Critical = 15 credits, plus roll an extra die.

Resupply credits can be used to fix ships, buy new equipment and reload ordnance, or just be kept in the equipment store ready for a rainy day.

Repair and Refit

If a ship with shields has lost them all, then the shield generator has been overloaded and burned out. This costs 5 credits to repair. Alternatively, at a cost of 1 credit the shields can be jury-rigged; if jury-rigged shields sustain a critical hit, they immediately burn out and the critical hit is applied to the ship. Normal hits (including as part of the same attack) are still blocked by shields as normal. Jury rigged shields can be repaired properly between battles for 5 points.

All ships with partial shield damage recover them fully.

Hull points can be repaired at 5 credits per hull point.

Critical hits cost an additional 5 credits each to repair, unless they destroy an upgrade card, in which case that upgrade is destroyed instead and must be replaced (the hull damage still needs to be paid for though).

Repairs and refits to captured ships not of your faction cost double (you don’t have the parts!)

Injured pilots (escaped injured or sustained a Pilot critical) must miss the next battle while they recover from their wounds.

New pilots may be recruited between battles at the following cost:

PS1: 1 credit

PS2: 3 credits

PS3: 6 credits

PS4: 10 credits.

Ships in your hangar may be fitted with upgrade cards between battles at the usual cost for that upgrade. Most cards can be freely purchased – any spare parts dealer on most backwater worlds will have them in stock somewhere.

Unique cards are available, but you have to be very lucky to find one! If you want to purchase any unique card, roll three red dice. If you roll all criticals, the item is available. If not, it isn’t. You can only try to buy one unique upgrade after each battle.

The following cards, once fitted to a ship, are permanent:

  1. Modifications
  2. System Upgrades
  3. Titles (note that the "A-Wing Test Pilot" title is not available in this campaign)

The following cards may be freely swapped around between ships that can use them:

  1. Astromechs / salvaged astromechs
  2. Crew
  3. Turrets
  4. Illicits

The following upgrades use special rules.

Torpedoes:

When a ship is first given a torpedo upgrade, it is assumed to be fitted with torpedo tubes, and can use any torpedo type from then on. Reloads are paid for at 2 points less than the usual cost for that torpedo type. This means that a ships with torpedo tubes can always fire flechette torpedoes at no extra cost.

The Bomb Loadout card, once equipped, may not be changed. Extra Munitions, once paid for, can be removed and refitted to other ships for free.

Missiles:

When a ship is first given a missile upgrade, it is assumed to be fitted with missile rails, and can use any missile type from then on. Reloads are paid for at 3 points less than the usual cost for that missile type. This means that a ship with missile rails can always fire Ion Pulse Missiles or Proton Rockets at no extra cost.

If an A-Wing receives a Chardaan refit, this is a permanent modification and cannot be changed later.

Bombs:

When a ship is first given a bomb upgrade, it is assumed to be fitted with a bomb launcher, and can use any bomb type from then on. Reloads are paid for at 2 points less than the usual cost for that bomb type. This means that a ships with a bomb launcher can always use seismic charges at no extra cost.

Cannon:

Once a cannon is fitted, it remains fitted to that ship, but may be removed after a battle and fitted to a different ship at a cost of 2 points less than its original cost. This means that a flechette cannon can be removed and refitted free.

Special case: The Scyk interceptor is designed to be modular, and is not subject to the above rules. Once the “Heavy Scyk” title is chosen, then any cannon, missile or torpedo may be fitted free to that ship as long as you have one available, and the upgrade type may be changed between battles.

Scrapping ships

You can cannibalise any damaged ship for parts instead of repairing it – you might wish to do this if you have a ship that has lost so many hull points that it would be cheaper to buy a new one than repair it (Y-Wings especially are prone to this, as I found out to my cost!). Roll a single red die to see what’s salvageable:

Blank = 2 credits worth of scrap metal.

Focus = 5 credits of spare parts

Hit = 10 credits of good stuff for the workshop

Critical = 15 credits worth of valuable wiring, weapon mounts, and armour panels. Even the furry dice aren’t too badly scorched.

New ship costs and special rules

The cost stated is for a brand new ship with no upgrades and no pilot.

REBEL

X-Wing: 19 points

Y-Wing: 16 points

A-Wing: 16 points (14 if taken with Chardaan refit, which is permanent)

B-Wing: 20 points

E-Wing: 26 points

HWK-290: 14 points

Z-95: 11 points

YT-1300: 26 points (maximum of 1 only, and no named pilots may be taken for this ship)

YT-2400: 28 points (maximum of 1 only)

IMPERIAL

TIE Fighter: 10 points

TIE Interceptor: 17 points. (If the Royal Guard TIE upgrade is chosen, then the ship may only be flown by PS4 or better pilots from that point on.)

TIE Defender: 29 points

TIE Bomber: 14 points

TIE Advanced: 19 points

TIE Phantom: 22 points

Firespray-31: not available (it’s a Scum and Villainy ship!)

Lambda class shuttle: 19 points (maximum of 1 only)

VT-49 Decimator: 37 points (maximum of 1 only)

SCUM & VILLAINY

Z-95: 11 points

Y-Wing: 16 points

HWK-290: 14 points

M3-A Interceptor: 12 points (14 if taken with Heavy Scyk title)

Starviper: 24 points

Firespray-31: 30 points (maximum of 1 only)

Aggressor: not available (no flesh-and-blood pilot would be able to fly the ship).

Edited by urbancannibal

Hurrah, nice one UC.

We'll be playing our next game soon with these adapted rules and we'lll let you know how it goes.

In the meantime though we're preparing for our joint 40th and 50th birthday party!

(thats my 'birthday battle of endor thread', i've not told Simon hes playing in it... i hope hes free!)

I would pay to play in a campaign like this, but alas in my neck of the woods it's 'Six asteroid tournament deathmatch or GTFO'. :(

I would pay to play in a campaign like this, but alas in my neck of the woods it's 'Six asteroid tournament deathmatch or GTFO'. :(

Exactly what we invented this thing to avoid! With a game system this awesome, and so much rich background material and a whole galaxy of fluff to use (or just invent), sticking to 100 vs 100 tournament matches is like owning a Porsche but only using it to drive to the shops and back. :)

My FLGS is doing a campaign like this (we pulled it off of Team Covenant). I love tournament play, but this is such a fun switch up. We're all having a good time with it.

Yay! new rules just in time for my game tonight!

I should make up pilot cards for everyone, with blank spots so i can write things in when they level up.

Edited by danicusrex