X-Wing RPG

By Far Wanderer, in X-Wing

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.)

We also came up with class trees and mission. I will add some of those as we create more.

Within this RPG, you may choose from a number of classes, or none. You may spend upgrade points to unlock these special abilities. Some of these abilities are passive, some require actions or attacks, etc. If you buy into a class, you will have to unlock them in order. You may not unlock a level 3 ability, until you have the level 1 and 2 ability within that class. You may not unlock a level 2 ability, until you have the level 1 ability. You may only maintain 3 class abilities at a time. The different Classes within the game are: Rogue, Tank, Force Sensitive, and Marauder.

Rogue

Level 1 – Ranged Laser

Increase your attack value by 1 when firing at range 3.

-10 Points

Level 2 – Cool Headed

After your ship has moved, if there are no enemy ships within range 1-2 of you, you may perform 1 additional action.

-15 Points

Level 3 – Stealth Thruster

Your ship gains the Cloak Action.

-20 Points

Tank

Level 1 – Heavy Shield Generator

Action: Gain 1 shield. (If you have more shields than your original shield value after performing this action, receive 1 stress token.)

-10 Points

Level 2 – Hull Upgrade

Increase your hull value by 1.

-15 Points

Level 3 – Pack Hunter

When attacking or defending, if there are any friendly ships at range 1-2, you may re-roll 1 of your blank results.

-20 Points

Force Sensitive

Level 1 - Ritalin

After performing an action, receive a free focus token.

-10 Points

Level 2 – Selflessness

Whenever you receive a focus token, you may give that focus to any friendly ship within range

1-3.

-15 Points

Level 3 – Inspiring Awareness

When you gain an evade token, every friendly ship at range 1-3 receives a free evade token.

-20 Points.

Marauder

Level 1 – Small Shield Generator

Action: Regain 1 shield.

-10 Points

Level 2 – Charge Cannon

Action: Place 1 charge token on your ship. When firing, you may spend your charge token to increase your attack value by 1 for that shot. If you do, immediately after firing, move your ship 1↓ (If you overlap an obstacle in the push back, roll for damage.) (Charge tokens go away at the end of turn.)

-15 Points

Level 3 – Auto Lock

When attacking at range 1-2, you may re-roll any blank attack dice and change 1 die to a hit. (You may only ever re-roll a die once per turn.)

-20 Points

I love things like this.

Just how many points do you generally hand out for successful objectives? Are the points communal, or every man for themselves?

The upgrade slots is... interesting. Once you've got the slot, are you still limited to the 30 points on the table at once? (This gets interesting by boosting flexibility more than raw power.)

No you start out with 30 points. So for example, lets say you start with a YT-2400 piloted by a Wild Space Fringer. That would be 30 points. Completing and objective is normally like 3-5 points. A kill is generally a d6 and most players agree to split it if more than one person did damage and everyone gets at least 1 experience. Lets say there are three of you against 3 z-95 for the first game and you complete the objective. Going with some averages you earn 2 points per kill and get 4 points for the mission. So you now have 10 points to spend. you could spend 6 Points to get Dash Rendar and 4 on a Mangler Cannon. Then keep earning xp and building. Munitions are expendable and you can always save points for another ship. And once you have equipment it is yours. So now that I have a mangler I could buy a B-Wing and put it on there. But you only fly one ship per round.

Edited by Far Wanderer

That's really cool. Do you guys do 'boss fights', ie, you get soontir fel and sabre squadron pilots turning up to ambush the rebels? Or if they attract enough attention, Darth Vader himself? :)

You could do a pretty epic game protecting a GR-75 against waves of TIES as kind of a set piece campaign finish.

I really like what you've done with this -- I've been looking for a good X-wing RPG concept.

That's really cool. Do you guys do 'boss fights', ie, you get soontir fel and sabre squadron pilots turning up to ambush the rebels? Or if they attract enough attention, Darth Vader himself? :)

You could do a pretty epic game protecting a GR-75 against waves of TIES as kind of a set piece campaign finish.

We do bigger fights also. They build on each other. The first fight was really small( like 3 Z-95s), story was we ran into a pirate patrol. Second mission we escorted the shuttle token across the board and stopped pirates from blowing it up (They had 2 Y-wings, 2 Z-95 and a Scyk). Third mission we stopped an ambush and if we destroyed half the ships we would start rolling to see if Kath Scarlet would come out. You can flee if the heat gets too much. The GM also has his own ship that gain xp and follows us around. He is running a HWK-290 that is upgraded beyond its card. So in that way we are always facing a boss type character.

There are also going to be Empire missions. Where we fight them to steal their ships so we can start using them. This is all going to build to Tantive vs Raider fights. But during the week we only have 50 minutes to play at lunch. We actually broke the mission up yesterday so we could finish today. We just took a picture of the board and will pick up where we left off. We are also starting to film segments so we can post examples.

Also trying to get the missions typed up so I can upload some examples.

Hey guys, I created this RPG to add to the fun of playing xwing. As beating each other up for 45 minutes at lunch was starting to bore me. I want the GM's to be able to create a story and build their own missions around it.

A couple pointers when creating missions:

I have found that rolling a d6 for XP when an enemy is destroyed is a fun way to go about it and then if the players choose they can split the points that they receive between the players who did damage to that ship.

On top of ship specific rewards, each mission should have an objective and there should be set rewards for every member of the team who completes the objectives. (There shave been primary objectives and secondary objectives sometimes.)

Normally squad objectives are around 1-2 points which are assigned to each member of the squad.

I have read about several other RPGs that have a heavy story line. With this, you can make the story as deep or as shallow as you want.

There are a couple different formats we have not tried yet but I have envisioned them. Like PvP (or Team vs Team). Where you will have 2 different squads accruing points and they battle each other. While so far we have just done 1 squad vs the GM's bundle of troops.

I am still working on a mechanic that will beef up the enemies as the story goes along, but I have been doing it by hand to see what works and what doesn't. If you do write your own missions, I recommend creating a system that will let the enemies accrue points at around the same rate as the players. While fun, the player squad has not been able to lose a mission or come close to it at all since we've been playing. So some serious thought should be put into creating the enemy NPCs. I will post the missions that I have pretty soon so you can use them or have something to go off of. Thanks for the interest on here guys, and I hope it can bring some fun!

Also, I do not own X Wing Miniatures and am not claiming any rights to the same, I am only offering a rule set that extends the game. X wing minis is copyright FFG and LFL. Happy Hunting!

Here is an example mission. (Very basic, start of game mission)

"X Wing RPG Squadron Mission

Level 2 Pirate Ambush

This mission is played with any number of player's ships (Hero Ship) and one GM controlling X+Y enemy ships. Roll (d6) for X. Y = Enemy Boss Ship. Populate X Binayre Pirates (Z-95 Headhunter). The enemy ships start within range 1 of the GM board edge. The hero ships starts within range 1 of each players' board edge. Generate X number of asteroids. Roll(d6) for X. Randomly place asteroids outside of range 1 of other asteroids and outside of range 2 of the board edge.

Story

Your squadron is traveling through space minding your own business. All of a sudden, multiple pirates come out of nowhere and attack your crew. You must destroy these pirates before they kill your team. Every time you destroy an enemy ship, you roll 1 d6 for value X. You then gain X amount of upgrade points. (You do not receive the normal 2 points for the kill.) If a player is destroyed by a Binayre Pirate, the GM will roll (d6) for X. The enemies gain that many upgrade points.

Hero Objectives

Destroy an enemy pirate. (X Point(s)) Roll (d6) for X.

Squadron Mission Objectives

Destroy all enemy pirates. (1 Point)"

Added some tabletop mountains today. Put a pirate base on top and made you take automatic damage if you hit a mountain top. Threw a pirate base on the top of the mountain with three cannons on it and 10 shields 5 hull and 1 evade. The evade was to say the the shields just absorbed the shot. Really fun to fly around terrain and throw a stationary target in the middle. The pirate base had 2 z's, 1 scyk and a HWK defending it.

Added some tabletop mountains today. Put a pirate base on top and made you take automatic damage if you hit a mountain top. Threw a pirate base on the top of the mountain with three cannons on it and 10 shields 5 hull and 1 evade. The evade was to say the the shields just absorbed the shot. Really fun to fly around terrain and throw a stationary target in the middle. The pirate base had 2 z's, 1 scyk and a HWK defending it.

Sounds really cool! Ooh, you should take a look at a thread I made earlier in the week. Hopefully, it'll spark some inspiration!