So at my local game store we have lunch wing. We play and X-wing RPG. Basically each person gets one ship and you earn experience points to improve your ship.
Really fun for people who like RPGs and to get people into X-wing who do not have a lot of money or like just story driven games.
Basic Rules:
Introduction
X Wing RPG is a cooperative Team vs GM mode where each player takes control of a single ship. As that player runs missions with his or her team, they gain points to spend on upgrades to their ship.
Choose 1 ship per player. You may only have 1 big ship per squad. There cannot be 2 of the same titled pilot (or crew) on the board at the same time.
Upgrades
Upgrade points are earned by completing objectives which are defined within each mission.
If a player lands on an asteroid, they may spend 1 upgrade point to evade any damage. (They must use the point before rolling for damage.) If a player uses an upgrade point to evade damage, the ship still cannot shoot while overlapping an obstacle.
At the end of a match, the players may spend their upgrade points to purchase upgrades. Or, they may save their points for a later time. The upgrade’s “point cost” (at the bottom of the card) is how many points the player must spend to upgrade their ship.
A player may purchase multiple ships, but that player may only run one ship per match.
Purchasing Upgrade Slots
You may purchase a slot for your pilot by spending 5 upgrade points for that slot. You must then spend more upgrade points for the item you want to equip. You may purchase 1 upgrade slot per turn. You may only purchase one of each type of upgrade slot. i.e. If you have 1 elite upgrade slot on your card, the maximum amount of elite upgrade slots you may have is 2. If you don't have an astromech slot, the maximum amount of astromech slots you may have is 1.
Picking Your Pilot
In order to create your first character and ship, you start out with a total of 30 points. With these points you may choose a ship, a pilot for the ship, and any upgrades to start out with.
When choosing your ship, you may choose a generic pilot card or a named pilot card to represent it. If you choose a generic pilot, you may add 1 Titled crew upgrade to your ship, without using a crew slot, whether it has a crew slot or not. That crew is your pilot. Generic Pilots may upgrade to a different generic pilot ship card in between matches by paying the difference between the card they want and the card they have in upgrade costs. You may upgrade from a generic pilot ship card to a titled pilot ship card, but you will have to discard the titled crew card you used as a pilot. You may only use a crew upgrade slot for generic (non-titled) crew upgrade cards. If you select a generic pilot ship and don't have enough points for a pilot, you may play without one, but you are not allowed to purchase any ship upgrades until you have a pilot card.
Getting Destroyed
If a player’s ship is destroyed during a match, place a debris field where the ship was destroyed, then roll 1 scatter die and 1 d6. Place a beacon where the dice indicate (in relation to the center of the debris field). That players beacon is the jettisoned pilot stranded in space waiting to be rescued. At any time during the match (or any match to follow) the beacon can be picked up by another friendly ship (at range 1, using an action.) There are 2 ways to then recover that pilot and return them to play. Firstly, if the beacon has been captured by a friendly ship, and the primary objective mission is won, that player then may return to the battle space next match. Secondly, If the beacon is captured by a friendly ship and then that ship flies back off the board on your side, the pilot is returned to play next match. The second option may be completed even if that team loses the mission.
NOTE: If a pilot is not returned, they sit out of the game until they are rescued.
Enemy ships cannot capture downed pilots. Each round, a downed pilot may move 1 inch in any direction after every other ship has moved.
Moving and Special Actions
Moving takes place in normal ascending pilot skill order. There are several additional actions that all ships naturally have. These are “Capture” and “Force” and are used as an action during your action phase.
Capturing refers to using your tractor beam to claim things floating in space, whether it be beacons or pilots or other items. You must be within range 1 of an object to capture it.
Using a “Force” action refers rolling a d10. You then refer to the “Force Action Table” to perform whatever the table says in the line item correlating to your dice roll. If the item stats “you may” then you may also choose the option of not performing the item.
Storing upgrades and refitting
While refitting your ship in between matches, you may purchase a new upgrade to replace an upgrade that is already on the ship. You must pay the upgrade points for that new upgrade and then you can take the old one off. However, that old upgrade doesn't go away. It is stored in a “hangar” and can be thrown back on your ship in between rounds without paying any more upgrade points. Any upgrades bought will stay with the pilot for later use.
Special Rules
Any upgrade card (other than munitions) that would make you discard it after use can only be used once per match. Then it is returned at the start of the next match
Any munitions that require you to discard it after use will be discarded when prompted and you will have to pay the upgrade points cost to refit the munition onto your ship for the next match.
Character sheets are able to be used to track what upgrades that pilot has purchased and what their running balance of upgrade points are.
Opposition Force (OpFor) Generation Table
In order to generate GM controlled enemy ships, roll x number of d6's (where x is the number of players in your squad or the number of ships directed to generate.) For each roll, populate 1 ship in relation to the roll.
For roles: (Imperial)
1=Academy Pilot (TIE Fighter)
2=Obsidian Squadron Pilot (TIE Fighter)
3=Black Squadron Pilot (TIE Fighter)
4=Alpha Squadron Pilot (TIE Interceptor)
5=Avenger Squadron Pilot (TIE Interceptor)
6=Saber Squadron Pilot (TIE Interceptor)
For roles: (Scum & Villiany)
1=Spice Runner (HWK-290)
2=Binayre Pilot (Z-95)
3=Black Sun Soldier (Z-95)
4=Cartel Spacer (M3-A)
5=Tansarii Point Veteran (M3-A)
6=Syndicate Thug (Y-Wing)
Force Action Table
1. Enemy Weakness (Target enemy within arc and range 1-3 subtracts their agility value by 1.)
2. Engine Boost (Perform 1 free boost action, then gain 1 stress token.)
3. Stranded Upgrade (Populate 1 beacon in relation to ship. If captured, 1 free upgrade point is awarded to the ship that captured it.)
4. Fuel Leak (All maneuvers you perform next turn are red.)
5. Focus! (Perform a free focus action.)
6. Unstable Shield (Roll 1 attack die. On a hit, decrease 1 shield (to a minimum of 0). On a focus, gain 1 shield.)
7. Hardened Hull (if a ship bumps you this round, they suffer 1 damage.)
8. Illusion (You may complete a free barrel roll action if possible.)
9. Power Redirect (Subtract 1 from your attack value, add 1 to your agility value until end of round.)
0. Hyper Jump (Remove your ship from the board, then redeploy anywhere within range 1 of a friendly ship. Then gain a stress token.)