Some scenarios for campaign play, critique and advice much appreciated!

By Chucknuckle, in X-Wing

I'm working on the skeleton of a campaign and a big part of it is trying to get players away from just playing 100 point deathmatches. The way this will work is that players will select their squads without knowing what scenario they will be playing. Also, there are squad building limitations in place (no named pilots, all ships selected must be the lowest available pilot skill, etc. This allows ships to upgrade their pilot skill and add modifications, upgrades and titles as they earn experience and renown). So without further ado:

1 - The bait. One squad has spotted a lone enemy ship and has given pursuit. But they've been lured into a trap!

Players pick even sized squads, and roll off to see who is the pursuing player and who is the fleeing player.

The fleeing player must deploy one ship in the centre of the table, facing directly towards his own board edge. The rest of his ships start the game in reserve. The pursuing player deploys all his ships within range 1 of his board edge. At the end of the first turn, the fleeing player deploys the rest of his ships anywhere on his board edge, in ascending pilot skill order. These ships must be placed with part of their base touching the board edge.

Normal victory conditions apply.

2 - Escalating engagement. Two squadrons are patrolling an area looking for each other. One element from each squad encounters the other and signals for reinforcements.

Each played divides his squad as evenly as possible in half. He randomly selects one half of the squad to start on the table, and the remainder of his ships start in reserve. Before deployment, each player randomly selects one of the neutral board edges to be his reinforcement edge. At the end of the first turn, roll a D6 for each friendly ship that was in reserve. On a 4+, that ship may be placed anywhere on that players reinforcement edge, in ascending pilot skill order. Second and subsequent ships placed in this way must be placed within range 2 of the first ship.

Any remaining ships in reserve are automatically placed at the end of turn 2, and must be placed by the same method.

Normal victory conditions apply.

3 - Blockade run. Your ships are trying to push past an enemy blockade.

Randomly determine one side to be the attacker and one to be the defender.

For the purposes of deployment, each defending ship counts as having a higher pilot skill than any ship on the attacking side.

If an attacking ship moves off the defending sides board edge, the attacking player may add that ships value to his victory points for this match. When the defender destroys an enemy ship, the attacked must subtract that ships value from his victory points.

For example, the defender flies a rookie pilot off the defenders board edge. He scores an extra 21 points. However, another of his rookie pilots is shot down, so he subtracts 21 points from his total.

These are early prototype scenarios, I'm really looking for some feedback and thoughts to help improve them!

I'm a big fan of your ideas for scenarios. Well done. I'm interested in other ideas you or other fellas post.

I thought a while back about a campaign system and I think you might be interested in an element of it. Basically, a player begins with a standard ship (eg. Rookie X-Wing). He/she enters the game with it. Choose 5 upgrade cards at random and place them face down. If the Rookie X-Wing wins he/she chooses one of the cards. It may be beneficial, it may not.

In the next round, the player may use the upgrade or 'trade up'. For example, a Rookie X-Wing is 21 pts. If the player picked a 4pt upgrade they could trade their 25 pts for a different ship or named pilot up to the value of 25 pts.

As they gain upgrades they may choose to sacrifice their named pilot and trade up for 2 fighters .. thus growing their own fleet.

One of my favorite scenarios is defection. A large squad of ties and 2 shuttles are doing routine maneuvers and training exercises when suddenly, a rebel CR-90 appears, broadcasting a pirate signal to draw academy pilots to join the rebellion. Everyone breaks for the ship, but you won't know who is defecting until the shooting starts. The way we played it was that base contact with the corvette equals "docked," including one guy who had to roll a d20 against the DM to see if he was allowed to barrel roll onboard. and then docked players could man the corvettes guns, making escape easier

Wildly cinematic, insanely fun. We had I think 12 players, one per tie. The shuttles and corvette were DM controlled.

Edited by nikk whyte

I'm a big fan of your ideas for scenarios. Well done. I'm interested in other ideas you or other fellas post.

I thought a while back about a campaign system and I think you might be interested in an element of it. Basically, a player begins with a standard ship (eg. Rookie X-Wing). He/she enters the game with it. Choose 5 upgrade cards at random and place them face down. If the Rookie X-Wing wins he/she chooses one of the cards. It may be beneficial, it may not.

In the next round, the player may use the upgrade or 'trade up'. For example, a Rookie X-Wing is 21 pts. If the player picked a 4pt upgrade they could trade their 25 pts for a different ship or named pilot up to the value of 25 pts.

As they gain upgrades they may choose to sacrifice their named pilot and trade up for 2 fighters .. thus growing their own fleet.

Nice! The system I'm tinkering with is:

Players build a 200 point squad. All ships must be the lowers pilot skill available (as they are all rookies) except for one. Each player may select one ship (non named) who has an EPT slot, and an EPT to go with them. In addition, this pilot has the Squad Leader EPT. This means this ship may have two EPTs. (Note: I may change this, I'm not sure how this will effect the game).

Then, during the game players earn renown points.

Then, after the game, each surviving ship rolls a D6. If it scores equal to or over it's pilot skill, it may improve it's pilot skill by one point. A 6 always counts as being over it's pilot skill. A ship may instead opt to buy an EPT slot, or buy an EPT, but only if it's pilot skill is 4 or above. Players can buy EPT slots, EPTs, modifications and titles by spending their renown. They can also spend their renown to repair their ships.

If a ship is destroyed, it is replaced for free but all experience and upgrades it had earned are lost.

From their 200 point master roster, players may select a squad to use against their opponent. They do this before they know which scenario they will have to play.

I don't have the time to internalize all that's been written here, but consider myself on board for stuff like this!