X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

Suggestion for an Imperial Campain

All pilots start at PS3, starting ships are Tie FO wih 5 XP, Tie Bomber/Tie Shuttle with 4 XP, and perhaps Tie Intercepter with 2 XP. At PS4 you can upgrade to Lambada, Tie Advance, or TAP. Defender, Punisher, firespray and Decimater are 2 slot options at PS6+

Thanks again for putting this together, Mr. Armoredgear. Finally got the gang together a week ago for a session, (we only had time for rules explaination, character creation, and completion of Local Trouble ) and we all had a friggin' blast . It was certainly the most fun I've had with X-wing. Being that we predominantly do RPGs, a lot of effort went into character creation- and it did actually influence our individual upgrade choices. Here's a quick run-down of Misfit Squadron, just for kicks:

  • Jurel Abolith, AKA "Turncoat" [X-wing (BB8, Plasma Torpedoes)] Human Female. Imperial defector to the Rebellion. For maximum laughs, she was voted Squad Leader while her player was using the bathroom.
  • Griffa Hoon, AKA "Wreckgar" [X-wing (Unhinged Astromech, Engine Upgrade)] Sullustan Male. Former racer "seeking excitement" (Escaping debts.) Claims to be an orphan who was taken in by a family of Z-95 Headhunters and raised as their own.
  • Dunsinane, AKA "Nerfherder" [X-wing (R4 Agromech, Plasma Torpedoes)] Ithorian Male. Left a career in agriculture to fight for the Rebellion. Not exactly a pacifist. Neither is R4.
  • Xellios, AKA "Mynock" [Y-wing (R4-B11, Ion Cannon Turret)] Quarren Male. Cut out of a less-than-profitable run as a pirate in favour of three square meals a day in the Rebellion.
  • Men Ellid, AKA "Law Squid" [Y-wing (R5-P9, Ion Cannon Turret)] Mon Calamari Male. Followed his dreams of becoming a fighter pilot to spite his parents' dreams of him becoming a lawyer. Likes choosing misleading names for himself.

You may say "But you guys are rebel pilots! You can't equip Salvaged Astromechs!" To which we say: "To hell with that, we're Misfit Squadron!" Hopefully, no-one finds this too upsetting. What's more satisfying by pulling a beautiful bank-3-to-boost S-curve between asteroids, shedding stress, and blasting a TIE?) We have a long tradition of house-ruling things in favour of clarity/fun factor anyway. (Speaking of fun factor, imagine our surprise when we saw half of our characters in Force Awakens. Count on Law Squid to accept the promotions and take the desk job. Was happy to see that Wreckgar (that's me) was still flying; too bad he didn't make it out.) All in all, a good run. We worked pretty well together, Turncoat made for a good commander and set up some nice assists, and in spite of having resisted the siren call of twin laser turrets, the Y-wing players (good for them!) were devastating on the field. R5-P9 gets honourable mention for boosting Law Squid's shields from nothing to full.

No real complaints or questions about anything- with being rules consultant, de facto GM, and playing at the same time, there were a few errors- I accidentally assigned too many assist XP for one thing and probably goofed a couple of times on TIE logic. Can hopefully let some of the other players handle a bit of the minutiae next time- and your module ought to be a lot of help, WickedGrey.

One thing that I did want to toss at you guys, though... Seeing what I've done with my pilot, you can probably guess what direction I'm going. Whether I focus all-out on flying circles around everything or just flying circles around MOST things and using stress to my advantage remains to be seen, but I'll probably always fly an X-wing for old times' sake. Probably. However, I do like the T-70 Sex Wing, so I made this, just for laughs:

ZxuzCP1.jpg

Thoughts? Would this be better as a use-once-and-discard Elite Talent? Feel free to comment on the other dumb crap I said too if you found it interesting.

Edited by Superunknown

Epic Ship Maneuver AI

-If there are two table edges within range 3 of the front section, 1 turn away from the corner.

-If there is a single table edge within range 2, Target the nearest point on that edge and use the Blue Band of maneuvers. (if there is no blue band (rear quarter and rear) use green band maneuvers)

Target second nearest ship.

-If target is range 1, use red band maneuvers

-Otherwise use green band.

If someone wants to build me a emplate, I;ll fill it in for the Raider and the Transport, since those re the epic ships I own.

Edited by Rakaydos

More props to you armoredgear7 - was finally able to start the campaign last night and everyone loved it, from the hardcore gamer (who called it "the xwing experience he always imagined") to the casual gaming wife (who after two years of politely declining games of xwing tried this and said "I might play that again"). I'd call that huge. We played three missions, and are already itching to get back to it.

Kudos to your design, your clarity, and your capturing the spirit of Star Wars while preserving the best aspects of the original (also brilliant) game. The force is strong with you!

Epic Ship Maneuver AI

-If there are two table edges within range 3 of the front section, 1 turn away from the corner.

-If there is a single table edge within range 2, Target the nearest point on that edge and use the Blue Band of maneuvers. (if there is no blue band (rear quarter and rear) use green band maneuvers)

Target second nearest ship.

-If target is range 1, use red band maneuvers

-Otherwise use green band.

If someone wants to build me a emplate, I;ll fill it in for the Raider and the Transport, since those re the epic ships I own.

I may just try to do that for you today. I'd love a Raider AI to run assaults against. What do you figure the action methodology and attacking strategy would be?

Epic Ship Maneuver AI

-If there are two table edges within range 3 of the front section, 1 turn away from the corner.

-If there is a single table edge within range 2, Target the nearest point on that edge and use the Blue Band of maneuvers. (if there is no blue band (rear quarter and rear) use green band maneuvers)

Target second nearest ship.

-If target is range 1, use red band maneuvers

-Otherwise use green band.

If someone wants to build me a emplate, I;ll fill it in for the Raider and the Transport, since those re the epic ships I own.

I may just try to do that for you today. I'd love a Raider AI to run assaults against. What do you figure the action methodology and attacking strategy would be?

I've been working with the Tie fighter template for now.

With Automated Protocals, the raider actually has Action econoy, so I went for handwaved "do everything that makes sence, in order, if you have the energy."

So, first, repair droid crit for 3 energy,

Reinforce most threatened section

Restore (1/2 Players) shields for 1 energy (backup shield generator, moved up to action instead of end of round)

Repair droid hull for 1 energy

TL 2 enemy ships (weapon Engineer)

Coordinate nearest allied ship being shot at.

As far as weapons, I'm imagining it as replacing the Decimater in the "protect the transport till it can hyper" mission, so a foreward Ion Cannon Battery fits my twisted mind. For the flanks, Quad Lasers keep it scary, I havnt actually worked out the fire plan, but it will probably be energy limited, depending on how much healing it needed to do.

This is about what I'm putting together:

Raider-class Corvette (Fore) (50)

Ion Cannon Battery (6)

Gunnery Team (4)

Tibanna Gas Supplies (4)

Automated Protocols (5)

Raider-class Corvette (Aft) (50)

Weapons Engineer (3)

WED-15 Repair Droid (2)

Quad Laser Cannons (6)

Quad Laser Cannons (6)

Engineering Team (4)

Sensor Team (4)

Backup Shield Generator (3)

Assailer (2)

Total: 149

View in Yet Another Squad Builder

Cleaned this up a bit- please comment on readability:

(1) Selecting a maneuver
*)A huge ship is not eliminated if it partially overlaps the table edge
1)If the Huge Ship is within range 4 from a corner that is in front of midline, it must do a 1turn (3 energy) away from the corner
2)If the Huge Ship is within range 2 of a tableedge, it will do a 1turn (3 energy) (1-4) or 2turn (2 energy)(5-6) away from the edge. (if straight on to the edge, even is left, odd is right)
3)Otherwise, Select a Maneuver Quadrant and roll.

(2) Select a Maneuver Quadrant

1) Arc where Strike AI target is at

2) Count the number of enemy ships in all quadrants, target arc with the most ships


(3) Allocate New Energy:
1)Ship card to 4 Energy
2)Quad Gun A to 2 Energy
3)Quad Gun B to 2 Energy
-3a)If Quad gun B has more energy than Quad gun A, swap their energy tokens
4)Ion Cannon to 2 Energy
5)Ship card to 6 energy
(4) Action Selection:
*)Free Reinforce Action on most threatened section for 1 energy

*)Free Target Lock on 2 nearest targets in arc
1)Repair Critical for 3 energy
2)Restore 2 shields for 1 energy (designer note: Shield technician+Instigator title)
3)Repair hull for 1 energy

4)Recover 1 energy (designer note: this is a non-Automated protocol Reinforce action- it's easier to make it a rebate then add in all the conditionals that actually happen)

(A) Attack: Closest target outside range 1
(H) Ion Cannon Battery: Fore arc only, Strike AI Target, or nearest Huge or Large ship. (2 energy from Battery)
(H) Quad Laser A: Flank arc only, nearest ship. (1 Energy from gun, plus 1 energy for Gunner effect on miss)
(H) Quad Laser B: Flank arc only, Second nearest ship. (1 Energy from gun, plus 1 energy for Gunner effect on miss)
(A) Raider Attack: Second closest target outside range 1 (2 energy)

©End of Turn: (cargo icon)
-If energy on ship is at 0 or reaches 0 during the end step, spend Tibbana Gas Reserves to gain 3 energy

-Recover 1 shield for 1 energy

cleardot.gif
1-2 players: 0 TGR
3-4 players 1 TGR
5-6 players: 2 TGR
Nightmare mode: 3 TGR
Edited by Rakaydos

eVtbYMD.jpg

If you cant read it, see post above.

Appreciate your Hard Work and It Looks Great!!! However, is there Anyway to use a higher resolution image or perhaps give yourself more room in the different sections to fit all the necessary stuff at a larger font.

Thank you, Rakaydos!

8b2HVsa.jpg

Text box got longer after I pressed enter, because MS paint, but it (barely) fit in all the important text.

3-4 players gives it 1 TGR, 5-6 players gives it 2 TGR.

Edited by Rakaydos

LOL, Thank you Sir! This Works!!! I appreciate your consideration of my old eyes!

Super excited to see that Co-op has arrived to X-Wing and thank you for all of your hard work on this project!

Anyways, I got bored and decided to add more ships via new playerscore cards. Please note that I haven't had a chance to play the game yet as I just found out about it and just got back from vacation. With that said, none of these are tested by me, but I saw there was a need in the community. This uses the standard 8.5x11 format, thus should look somewhat familiar in style. Feedback and suggestions are always appreciated! (Anyone have a better Z-95 image?)

Use the "stolen" Tie Fighter and Tie Interceptor at your discretion, I have no idea how those will go, but they start with two modification slots, however I'm not sure on starting EXP.

Enjoy!

https://www.dropbox.com/sh/ckka28j4cydm9ub/AAAiqvIwF0cFsFyiRRn5QL-ua?dl=0

Set 1

OKveLqE.jpg

Set 2

vmGoYRW.jpg

The Raider went through some preliminary field tests against the Rebellion. 3 snub fighters engaged the Raider, inflicting heavy damage before they were forced to retreat. One fighter was destroyed and the remaining fighters suffered significant damage in return.

So yeah - nothing fancy. 2 Xwings, a Ywing and a Raider duel it out.

NOTES

- The Raider seemed to maneuver decently. Did not get to test map edge overrides but don't expect problems there.

- Unclear how much energy to start the Raider at... empty banks or full?

- Is it supposed to perform ALL actions? I assumed the free actions and the first action appropriate.

- Target locks didn't align well near the end. The Rebel fighters closed to point blank range of the aft. Target locks were placed on the nearest two fighters. Quads fired upon nearest (good) and furthest in range (not locked!)

- The Fore section was wrecked. This caused some questions and clarification points.

a) The ion cannon should also be destroyed

b) recovering of shields post destruction - the actions anyway - seem like these should be removed

c) reinforce action should likewise go way

- Experience reward thoughts? Very easy to do damage per round on the Raider (not impossible to miss as was experienced in mission)

Quick question on the "Free Target Locks" on some of the Imperial Ships and Range.

As written, these ships acquire the Target Lock before movement. This has caused some debate in our play group.

How would it work in the following scenarios:

- A Tie Bomber begins activation beyond Range 3, and after maneuvering ends up inside Range 3.

- A Tie Bomber begins activation beyond Range 3, and after maneuvering is still beyond Range 3. Later movement by a Player ship brings it into Range 3.

Part of the group is saying because it happens prior to movement there should be no TL in either case. The other part argues that since the ship ends up within range after movement the TL should be applied only in the 1st scenario.

The Raider went through some preliminary field tests against the Rebellion. 3 snub fighters engaged the Raider, inflicting heavy damage before they were forced to retreat. One fighter was destroyed and the remaining fighters suffered significant damage in return.

So yeah - nothing fancy. 2 Xwings, a Ywing and a Raider duel it out.

NOTES

- The Raider seemed to maneuver decently. Did not get to test map edge overrides but don't expect problems there.

- Unclear how much energy to start the Raider at... empty banks or full?

- Is it supposed to perform ALL actions? I assumed the free actions and the first action appropriate.

- Target locks didn't align well near the end. The Rebel fighters closed to point blank range of the aft. Target locks were placed on the nearest two fighters. Quads fired upon nearest (good) and furthest in range (not locked!)

- The Fore section was wrecked. This caused some questions and clarification points.

a) The ion cannon should also be destroyed

b) recovering of shields post destruction - the actions anyway - seem like these should be removed

c) reinforce action should likewise go way

- Experience reward thoughts? Very easy to do damage per round on the Raider (not impossible to miss as was experienced in mission)

Raider starts at full energy

Perform free actions, then the first numbered action that applies and it can pay for.

Target locks are supposed to align for Primary attacks, not quad gun attacks- point blank may need some additional text in that regard if I can find room.

Wrecked fore section:

Ion goes away (shouldnt affect players outside a mission, as it doesnt target them)

The critical repair, and hull repair actions should go away, (WED Repair droid in fore section), but the rear section has automated Protocals- Reinforce is a good standard, and let Backup Shield Generator (end step) handle the shields. So I should edit actions to say:

(4) Action Selection:

*)Free Reinforce Action on most threatened section for 1 energy

*)Free Target Lock on 2 nearest targets in arc (if Rear section is not crippled)

1)Repair Critical for 3 energy (if Fore section is not crippled)

2)Restore 2 shields for 1 energy (if Fore section is not crippled)

3)Repair hull for 1 energy (if Fore section is not crippled)

4)Recover 1 energy

As for Experience, how much did players get against it in your game? How well do you think an experienced group would handle the Raider having a few escorts?

Say:

Escort AI- If there are no enemy in range, target the escorted ship as if it was closing. Reroll any Kturns, Sloops or Trolls

No idea if that does anything useful...

Edited by Rakaydos

Whoops, I gave my players (my wife and I) all guns from the Raider. Ion included. We used our existing pilots and my Xwing pilot is really built up so I didn't feel that bad to start by giving all guns. My Xwing was the one that got smashed.

I like the new action list.

I awarded standard style experience to my wife. She's had bad luck and is on her third pilot in five missions due to really poor ejects. Even still, she only got five experience for doing damage. No experience to my fighters. It was purely test run.

Escort AI. Er... Gotta be careful there. Very easy to get flattened. I see what you are trying to do though. Not sure escort is correct approach.

Quick question on the "Free Target Locks" on some of the Imperial Ships and Range.

As written, these ships acquire the Target Lock before movement. This has caused some debate in our play group.

How would it work in the following scenarios:

- A Tie Bomber begins activation beyond Range 3, and after maneuvering ends up inside Range 3.

- A Tie Bomber begins activation beyond Range 3, and after maneuvering is still beyond Range 3. Later movement by a Player ship brings it into Range 3.

Part of the group is saying because it happens prior to movement there should be no TL in either case. The other part argues that since the ship ends up within range after movement the TL should be applied only in the 1st scenario.

I read that as acquire target lock before the bombers movement. If it's not in range before, it doesn't get the free lock.

Would the new 0 point Guidance Chips take up a modification slot or would they be freely included with all ships like other 0 point upgrades?

Would the new 0 point Guidance Chips take up a modification slot or would they be freely included with all ships like other 0 point upgrades?

Personally I would say it should take a slot because of the highly positive nature of the upgrade, it's a complete no brainer otherwise.

Quick question on the "Free Target Locks" on some of the Imperial Ships and Range.

As written, these ships acquire the Target Lock before movement. This has caused some debate in our play group.

How would it work in the following scenarios:

- A Tie Bomber begins activation beyond Range 3, and after maneuvering ends up inside Range 3.

- A Tie Bomber begins activation beyond Range 3, and after maneuvering is still beyond Range 3. Later movement by a Player ship brings it into Range 3.

Part of the group is saying because it happens prior to movement there should be no TL in either case. The other part argues that since the ship ends up within range after movement the TL should be applied only in the 1st scenario.

I read that as acquire target lock before the bombers movement. If it's not in range before, it doesn't get the free lock.

This is correct. If there are no enemies in range at the start of the Bomber's activation it will not get a Target Lock. Period.

This may seem strange, but it's the result of a lot of playtesting where we discovered that squads of TIE Bombers were very rude to new players. This way, Bombers are annoying but not necessarily lethal unless you position poorly.

Would the new 0 point Guidance Chips take up a modification slot or would they be freely included with all ships like other 0 point upgrades?

Personally I would say it should take a slot because of the highly positive nature of the upgrade, it's a complete no brainer otherwise.

So, one of the things I'm realizing is that it's becoming necessary for the Campaign to have a manifest of all the cards and pilot abilities available to Rebel Ships. This is both conveinent reference, and it will allow me to explicitly address interactions with other parts of the campaign. Expect this with v0.8.

For Guidance Chips, they will be a 0pt mod that takes up one of your modification slots.

Updated the playerstat cards I worked on earlier with some feedback i received:

Download: https://www.dropbox.com/sh/ckka28j4cydm9ub/AAAiqvIwF0cFsFyiRRn5QL-ua?dl=0

Set 1:

-Tie Fighter has missile launcher and dual EPT (Tie Fighter Days :D )

-Tie Interceptor has missile launcher

-Z-95 added illicit upgrade

Set 2:

-Removed EPT from E-Wing, K-Wing, T-70, and YT-1300

-Added Title upgrade to YT-1300

Set 3 NEW!:

-Added M3-A

-Added Kiraxz

-Added Starviper

-Added YT-2400

Set 1

gbTetgA.jpg

Set 2

vIJjnPW.jpg

Set 3

PVogQsB.jpg

Edited by supervalkryie

Supervalkryie ​, thanks... you're new cards are really nice. Maybe one day we will be able to see Tie Fighters with Rebel ships in the mission box.

Those are awesome! Thank you! I made some crappy mock ups, but these will look so much better on the table!

You haven't put together the Defender, Bomber or others, have you?

I've been flying my custom double-Z card (flying two headhunters as a single player) and feel like this is a reasonably competitive choice. As a player, I follow the rule of max 1 XP from damage per turn, which means the main benifit I get is 2 tokens and 2 sets of per-level upgrades. (that cannot be duplicated between them- the two Z's have to be outfitted compleatly differently.) When shot down, the effects of the roll only applies to the half that was shot down- in the event of a half-death, buying PS back up to match the other is only half the normal XP.

I think this could be a reasonable system for an imperial campain. Starting at PS1 with 2 Tie Fighters and 6 points to spend, with the option to buy up to PS2 for 4 points.

A Title that gives access to a missile slot for 2 points could give some build flexibility

At PS4 you can spend 5 points to shift over to an Ace (1 ship like the Rebels, either a Bomber, Intercepter, Tie Advance, or Lambada Shuttle) or stay as a Swarm, with double Tie FO or TAP