The Galactic War. Campaign ideas?

By Darkcloak, in X-Wing

You ever spread out your cards and look at them and think "man, my coffee table looks like a fighter hangar"?

I do all the time. I always think, man wouldn't it be sweet to play this game like Mordheim? But Mordheim... in Spaaaaace! Amirite? Cmon,you know it's awesome. But how can we make it so?

Well I'm here to spitball ideas and make it happen, at least for all the Two Headed Giant Slayers out there!

Anyways, so I was thinking it could work like this...

1: Select your faction and build a list to 32 points. No unique ships or crew. This is supposed to be your team, not Luke and Friends vs Soontir Fel Clan!

2: Play X-Wing! Record your MOV points, try to keep your pilots alive (if you care to!)and bring death to your enemies!

3: Use your MOV and other scoring factors to gain credits to buy things like ships, upgrades and weapons! Manage your squadron as it grows or shrinks.

4: Gain experience based on performance and level up your pilots. Gain pilot skill and access to EPTs, expand your squadron as your characters earn promotions. Suffer greivous wounds or even death as a result of gameplay!

5: Hold weekly battles to determine the outcome of the war and earn a place in a monthly tourney match! Maybe Leia will drape a ribbon round your neck next?

So what do you all think? I'm thinking I can just grab my old Mordheim pdfs and steal that system. It could work well. Two players come into a match, play it out and then a post battle sequence where you could roll on a few tables, get some loot, get some XP. Then you could repair ships or hire new pilots. Really it all just comes down to making some die tables and translating everything into a workable language. The injury table from Mordheim just needs a bit of syntax editing. Replace Sword Wound with Blaster Burn and instead of -1 Initiative, give it -1 Pilot Skill.

The focus wouldn't be so much the storytelling campaign side of things, but rather just squad management and creating fun characters. I remember having a lot of fun playing Mordheim just because of all the bad things that could happen. The object of that game wasn't really to make a bad-ass party and have the heroes retire rich and fat. It was more like seeing how long you could keep 5 idiots alive inside a city where not even Rambo had a chance. Oh look, you lost an eye. Hey now you lost a leg. And an arm. And you got a bad chest wound. Oh look you have been captured by slavers, now fight in a deathmatch vs a Pit Fighter to earn your freedom. By the way he has all his limbs. Oh look, you died. Looks like Bob is the leader now. Next game Bob gets captured by the opposing player. Oh Mordheim!

Edited by Darkcloak

Heroes of the Aturi Cluster is a solid co-op campaign system, I think - and many agree. (that's what's linked above)

I'm developing an extensive PvP campaign system with a few buddies that has a lot of what you're talking about, though. Right now it's in playtesting and not ready for a wide release, but it plays really well so far and I'm optimistic about presenting a finished product here within a few months. I've had a lot of fun with the playtest so far and I think many people would enjoy playing it.

Basic features in the campaign, which I'm calling "Squadron Commander" for the moment:

  • Thematic squadron building and Faction system
  • Full-fledged economy
  • Flexible mission progression
  • Competitive, thematic missions (my personal specialty)
  • Inclusion of selected house rules for balance (almost exclusively MajorJuggler's house rules)
  • Thematic pilot progression system replaces Pilot abilities and EPTs
  • Pilot death/recovery/injury mechanics
  • Clearly defined campaign victory conditions for individual players and factions
Edited by Babaganoosh

Well I'm glad to know someone else has the same itch!

I'd love to try out your system once it's done.

I've considered combining the RPG with X-Wing and already have several people who are interested in playing. The idea is to give them a mobile base (probably a Goz or a "civilian" freighter), a wing of fighters and a shuttle to be used for black ops.

I got a simple way to translate the RPG's green and yellow dice into PS, and any injuries suffered due to crits are transfered to the player character after battle.

I've played a lot of games over the years, and no matter what game I've been playing the games I've enjoyed the most have been campaigns. From skirmishing in the streets of Mordheim to enormous battlefleets clashing in the space of the Gothic sector and everything in between, the ability to string games together and develop units as they earn experience, the ability for each player to tell his own story and have an effect on his own future as he progresses through the campaign is what I really love about gaming. I realise that X Wing caters to a slightly different crowd than traditional wargaming, drawing from CCG and LCG gamers as well as board gamers, and that it has a very strict competitive scene with only a single type of mission played so a campaign like I'm about to outline below might not be for everyone. I want to outline right at the start that some missions will be unbalanced and asymmetric. This is not a pure competition like most X Wing games are, instead it attempts to reflect the vagaries of war in a fun and engaging way on the tabletop. So without further ado:

An X Wing campaign.

1 - Build squads.

Each player in the campaign may choose a single squad of no mare than 200 points. A player must choose the lowest possible pilot skill version of any ship he wants to include. For example, if he wants to take an X Wing he must take a rookie pilot and if he wants to include a TIE Fighter he must take an academy pilot.

Each player may take one generic pilot who has access to an Elite Pilot Talent slot. This ship may be any pilot skill but cannot be a unique ship. This ship is your squad leader. He automatically has the Squad Leader EPT. This EPT does not take up an EPT slot (and may be taken in addition to another EPT)

Ships may take any titles they are allowed to, and may purchase any ordnance they wish, but no other upgrades are available for purchase at this time. The only ship permitted to take an Elite Pilot Talent is your squad leader. If you want to equip your ships with Mangler Cannons or Shield Upgrades, then you will need to request these upgrades from sector command during the campaign.

From this 200 point pool, players will select smaller squads in order to complete various missions. If a ship is destroyed during a mission, it is replaced for free by the generic version of itself at no cost. However, it will lose all titles, modifications, upgrades or EPTs that it had when it was destroyed. In the opening stages of the campaign this will mean little, but during the later stages losing an experienced pilot with a heavily upgraded ship might be disastrous.

2 - Reputation and Renown.

This campaign represents two or more squadrons operating in a single area of space. They will cross paths many times and their reputations and renown will grow over time.

After each battle, squads earn renown points for the following:

+ 3 points for winning a game
+ 1 point for losing a game
+ 2 points for destroying an enemy ship
+ 3 points for destroying a large based enemy ship
- 1 for losing a large based ship
- 1 for losing your squad leader
+ 1 for fighting a squad with a higher reputation and losing
+ 2 for fighting a squad with a higher reputation and winning

Renown points can be spent exactly like squad points to purchase upgrades, ordnance, modifications, titles, etc for your squad. These points can even be used to buy new ships if you want, although those ships must adhere to the same rules for squad selection outlined above.

Reputation: Reputation is the running total of how much Renown a squad has earned over the course of the campaign. Keep track of how much Renown a squad has earned after each battle.

IMPORTANT NOTES:
- Only ships that have PS4 or greater can purchase Elite Pilot Talents. The only exception to this rule is the Squad Leader.
- A squads total renown earned for any given battle can never be less than zero. A TIE swarm that is obliterated without killing any enemy ships will earn renown of 0, not -8.

3 - Damage and Experience.

Each time a pilot survives a battle, roll a D6. If the score equals or exceeds their pilot skill, then that pilot may either increase his pilot skill by one point or, if they do not already have one, they may add an EPT slot to their ship. A score of a 6 always counts as being higher than their pilot skill. Note that even if he has an EPT slot, a pilot may not purchase an EPT unless his pilot skill is 4 or greater.

Ships may spend renown to repair damage points. Both hull and shield points cost 2 renown points to repair. This represents both damage to the ship, damage to the squads renown, and injury to the pilot.

This brings us to an important new rule for the table top: Disengaging.

A ship may disengage at any time by executing a maneuver that takes it off the edge of the play area. If a ship moves off the table, move the ship backwards along the movement template (in the same way you would as if it had collided with another ship) until it's base is touching the edge of the play area. Leave the ship in place. It may execute any action, except those that would cause the ship to re position (so no barrel rolling or boosting). If the ship is still on the table at the end of the turn, it has successfully disengaged and is removed from the table.

This ship does NOT count as destroyed for the purposes of calculating victory points.

4 - Playing the campaign.

Players may play each other any number of times during the campaign period. There is no requirement for players to play an equal number of games. The only limitation is that players may not play blue-on-blue matches. Simply arrange a game with a friend, and play it. Make sure to keep track of your renown after each match.

The player at the end of the campaign period (say, six weeks? Pick a limit that is applicable to your own club) who has the highest reputation is the winning player.

SCENARIOS:

The Campaign uses several different scenarios instead of the normal dogfight.

Unless otherwise stated, all scenarios use 100 point squad lists.

NOTE: When a ship receives an upgrade, adjust it's point cost accordingly. However, increases in pilot skill are free. For instance, a rookie pilot is 21 points. If it buys an Engine Upgrade then it's point cost goes to 25 points. However, if it's pilot skill increases from 2 to 6, then it's point cost remains 21 (or 25 with an Engine Upgrade). Increases in pilot skill are free.

Before deployment, but after selecting squad lists, players must roll a D6 to determine which scenario they will be playing.

1 - The Bait
2 - Escalating Engagement
3 - Blockade Run
4 - Escort
5 - Furball
6 - Furball

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 disengages via 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 attacker must subtract that ships value from his victory points.

For example, the attacker 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.

4 - Escort. Your ships must push vital supplies through an enemy attack.

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

The defender must deploy a GR75 touching his board edge. If he can move the freighter off from the attackers board edge, then he wins the game. Players without access to a GR75 may re-roll this result.

5-6 Furball

This is the basic 100 point, 6 rock deathmatch

A final note:

There are many ways to score this campaign and many potential ways to win. You could have the side with the highest total reputation being the overall winner, or the player with the highest individual reputation being the winner, or the player with the highest reputation on the winning side, or you could have awards for the winning side, the top individual scorers on each side... there's a lot of potential ways to decide on the winners. Really, it doesn't matter too much because the really exciting thing is watching your pilots learn from their battles and grow over time. You'll remember the battles long after you've forgotten who won.

The ideal market for this campaign is groups of three or more players. With only two players interested you can get much more involved in terms of narrative. With more players you need to keep the campaign loose enough that any time two players meet up for a game, they are able to play.

And finally, I do not own these rules. They are just ideas, so feel free to adapt them or change them as you see fit. I've tried to keep the mechanics simple and easy to remember while still encouraging the narrative aspect of the game.

I'm hoping to bang together some rules for two player narrative campaigns in the future so stay tuned!

http://antipodeangaming.blogspot.com.au/2015/07/campaign.html

I write these all the time. Here is my current WIP:

I believe in crowdsourcing so, if anyone can improve this - work out how to best integrate IA etc... i am always up for constructive criticism/advise.

This is written in shorthand/note form. Not formatted for playing.

Situation
Frigate / Battelgroup in sector.
12 Fighters
Sublight moves 1 hex per turn.
Each turn = 15 minutes
Repairing shields = full after combat.
Repairing hull = docked at frigate, 1 hull per hour/four turns.
Hyperspace * only to hyper points (within 1 hex) One per turn.

Opposition alert level.
0 Not alert. Basic patrols around nav points, key points. Not straying from these points. Patrols are not heavy. Authorizes: Standard 60 point Patrols. TIE/LN, TIE Interceptor, 0-1 shuttle, Z-95. ORS,Syck, X-wing, Y-wing, A-wing.
1 Barely alert/ alert to anomaly. As above, increased patrols around possible contact sites (where engagement last was). 60 point patrols of the above. Patrols become more frequent.
2 Alert As above, additional patrols, patrols in greater number or with heavier craft. Patrols around contact sites or around vector of combat sites. TIE/Bombers, B-wings, Khirazx, Firespray, Hounds Tooth authorized.
3 Increased Alert As above. Epic ships engaged. patrols at 120 point minimum total value. All Epic ships authorized. IG2000, B-wings, TIE Advanced, Punisher authorized.
4 Full Alert As above, full use of any tier3 tech (Punishers, Advanced, Defenders, Phantoms) Authorized. Kill team squads sent to engage (Tier3 craft, 150 point minimum). All ships authorized.


Completing a mission where contact is established with the primary OPFOR (or any opfor that tracks alert level) where all opfor is elimited always sets alert level from 0-1.
A second combat within four hours
Combat where a ship escapes combat and is able to either send out distress or elude pursuit automatically sets alert level to 2.
Any combat adds one to the above.

Scanners: Ships with target lock on their action bar add +2 to scan strength Ships with a system slot add +2. Basic scan strength is by default 4. Scanning is passive.

To scan: Scan score has to be a positive number (above 0)
Each square between scanning ship and any scannee. -1
Asteroid field -1 per hex
Debris field -1 per hex
Nebula -2 per hex
Cloaking device on scannee -4
Stealth device, Stygium, Advanced cloaking device -2
Scanned ship did not move it's last turn -2
Ship is large (+2) ship is huge (+4).

Scannee goes by the easiest scanned in a a group, for example if a raider is in a group of phantoms, and a ship spots it, it enters the same combat with the whole group unless the unscannable ships choose to withdraw.




Recovery: When a ship is destroyed, roll a D6 for each Pilot, Droid Team and crew. Teams on huge ships are assumed killed on criticals that remove teams, or otherwise crippled results. On a D6 result of 4-6 they have ejected safely On a result of 2-3 they are injured/damaged and may not used for 1D4 hours. On a roll of 1 they are KIA or destroyed.
Roll seperately for a ship (if it has now been taken out by flachette or ion weapons, see below) on a 5 or 6 the ship may be recovered, when returned to a base facility or carrier with hangar room it may be repaired at a rate of 1 hull per hour, flyable after half of it's hull rounding up has been restored. Any modifications/system slots require another hour to repair after hull is rated as flyable.
Ejected pilots, droids, crew, teams and ships may be recovered by either side as long as a large ship with at least 2 crew slots is in the group recovering. Living pilots and crew require rescue within one hour.
*Any ship that has it's last hull removed by an ion or flachette weapon (excluding critical effects from an ion battery) may be recovered automatically.
In the case of any pilot shot down by an ion weapon, they may be rescued or captured at any time.

Recovery procedures: Uncontested - Pilot is automatically recovered or captured.
Contested: Leave a token representing each asset as an objective in the game map. A large ship (min 2 crew) must overlap this tolen and roll three red dice, they must beat the results of three green dice to retrieve.

Capture: Captured pilots have a chance of revealing enemy presence/last known presence. On a roll of 6 on a D6 reveals location of a randomly determined asset.
Captured pilots may be rescued on raids against the facility or starship they are being held, captured pilots may count as an asset for randomly determining locations revealed.



XP: 1 per damage point inflicted.
1 per ship killed.
1 per assist via ability (giving target lock, focus) which results in a damage or kill.
1 per defend via ability (either taking the hit on behalf, or granting evade/focus used to evade at least one hit or crit)
2 per pilot on a successful mission.
1 per pilot on an unsuccessful mission.
-1 Friendly fire.
-2 Directly causing failure of mission.
Captured pilots: Lose 1XP per hour. do not lose abilities.



Abilities: Same as aturi - copy paste here Basically for each PS 1XPS, amy buy abilities for cost=PS
XP may be transferred to prestige for purchasing upgrades however the players decide on a 1 XP point to 1 prestige point factor.
Ship upgrades: May be requisitioned based on prestige (which is basically shared XP) difference is requisitions must be delivered via transport to HQ point. New ships, upgrades and ordnance pool replacements.

Ships may only be purchased by the pilot who will be flying them.
Ships and equipment can only be purchased at a home base or carrier.
Ships and equipment can only be equipped at a home base or carrier.
XP can only be traded in to prestige at a home base or carrier.


Ship Tiers:
Tier1: Z-95, TIE Fighter. Starting Tier.
Tier2: X-wing, Y-wing (S3 or A4 must be specified at purchase), Syck, Khirazx, TIE Interceptor, TIE Bomber. 5 prestige to purchase. PS2 purchase requirement
Tier3: A-wing, B-wing (E2 must be specified at purchase), TIE Advanced(X1 automatically included))YT1300(ORS stats), Lambda Shuttle. 10 Points to purchase. )TIE/FO PS4 purchase requirement
Tier4: E-wing, K-wing, T-70, TIE Defender, TIE Phantom, Trilon Aggressor, Firespray-31, YV666 PS6 Purchase requirement. 20 Points to Purchase.
Tier5: YT2400, VT-49, VCX, YT1300 (Character stats). PS8 Purchase requirement. 40 Points to Purchase.
Tier6: Capital ship command. PS10 required. PS reduced by 6 on purchase. 100 Points to purchase. GR75, Gozanti.
Tier7: Capital ship command 2. PS10 and Capital ship command required. PS Reduced by 6 on purchase. 200 points to purchase. CR90, Raider.


Ordnance pool: all ordnance is bought in packs of 10. Extra munitions is not a thing, nor is munitions failsafe. Munitions may be shared.

Difference, every tiem you switch to a NEW ship, reduce PS by 2. Skills can only be used if you have the PS of the skill.

After first reaching PS4 You always have 4(+title) Modification slots, and 4+title EPT/ability slots.

Pre Game: Choose side/squad/amount of players - is it PVE or PVP.
Select overarching mission.
Generate System map (hexographer?)
Generate Base system defense patrol routes.


Game Phases: Each phase performed by ALL sides before next phase starts. If opposing flight groups reach hex to hex combat, if they can spot each other on scanners then combat automatically initiates unless both sides choose to avoid combat. Combat is resolved in the Combat phase.
Purchasing phase. Ships and equipment are equipped.
Meta map phase, sides take turns moving their flight groups. Scanning is automatic per hex moved. Capital ships may move before fighters, when they do fighters may make a half move.
Combat phase: 3X6 map always. (there side to your side).
After combat phase(XP, capture, shield recharge).