Bounty Hunter Campaign

By Lord Khurz, in X-Wing

I was thinking of a campaign for X-Wing where each person selected a big ship( other than the Decimator, Ghost, Tie Punisher, and K-Wing) from any of the 3 factions and followed the following rules;

40 points

No Unique pilots or upgrades

From there you name your pilots and play missions where overtime your bounty hunter or smuggler gets credits and and exp which can be used to buy upgrades, hire unique pilots for upgrades, and gain skills. you loose when when your ship is destroyed and your character doesn't have the characters to replace it.

So what do you you all think?

Edited by Lord Khurz

I'd love for FFG to do something like a campaign.

Heroes of the Aturi Cluster essentially.

I think you could probably adapt Aturi cluster's system to work with bounty hunters; you would probably want to play with more than one player on your team (squad of bounty hunters?).

You would need new missions, etc but the concept could be similar. If you want a PvP campaign you would need one player to fly as your mark. Could be tough to hash out a really good system.

So my group plays a Bounty Hunter game, it was actually my "fix" for a 3 person game.

Standard 100 pt reb and imp builds. They must contain 3 ships and 1 must be a named pilot no ships > 50pts.

Reb and Imp must destroy the other squad then escape (with at least 1 ship) off the board to win.

S&V, gets interesting. They get 1 ship 50 pt max. Must be a named pilot and all cards are facedown, so know one knows who is hunting.

Pre-match: All named pilots are assigned a counter to indicate who they are and the BH picks one at random and hides it so only they know who they are hunting (They can not announce this). Additionally, they set up asteroids and choose one (we use ship numbers for this hidden under their facedown BH), this is where they are 'hiding'.

During match: At the end of any combat phase the BH can 'reveal' using any 1 template on their dial from the asteroid (cannot bump, same rules as boost or barrel roll apply), they cannot shoot this turn.

To win: The BH must GET THE KILL SHOT on their acquired bounty then escape the board to win.

Optional: "The Greedo Rule" BH player ALWAYS shoot last.

Its a fun little variant. Makes for some fun mini truces as you have to deal with the greatest threat to win the game. BH have a bit of an advantage (in our plays) but we round robin it and it makes for more fun when there are 3 of us and we rotate 2-man matches.

I was thinking of a campaign for X-Wing where each person selected a big ship( other than the Decimator, Ghost, Tie Punisher, and K-Wing) from any of the 3 factions and followed the following

I don't get it. Why are those ships excluded?

So my group plays a Bounty Hunter game, it was actually my "fix" for a 3 person game.

Standard 100 pt reb and imp builds. They must contain 3 ships and 1 must be a named pilot no ships > 50pts.

Reb and Imp must destroy the other squad then escape (with at least 1 ship) off the board to win.

S&V, gets interesting. They get 1 ship 50 pt max. Must be a named pilot and all cards are facedown, so know one knows who is hunting.

Pre-match: All named pilots are assigned a counter to indicate who they are and the BH picks one at random and hides it so only they know who they are hunting (They can not announce this). Additionally, they set up asteroids and choose one (we use ship numbers for this hidden under their facedown BH), this is where they are 'hiding'.

During match: At the end of any combat phase the BH can 'reveal' using any 1 template on their dial from the asteroid (cannot bump, same rules as boost or barrel roll apply), they cannot shoot this turn.

To win: The BH must GET THE KILL SHOT on their acquired bounty then escape the board to win.

Optional: "The Greedo Rule" BH player ALWAYS shoot last.

Its a fun little variant. Makes for some fun mini truces as you have to deal with the greatest threat to win the game. BH have a bit of an advantage (in our plays) but we round robin it and it makes for more fun when there are 3 of us and we rotate 2-man matches.

I wrote a mission a while back that sounds a lot like what you're playing, you might want to take a look at it: Conflict of Interests. It's another 3-way mission showcasing bounty hunters, with a few more wrinkles built into it. It's designed to keep truces very brief and very dangerous. It also has a fun back story :P .

I think the toughest parts of making a bounty hunter campaign are going to be setting the stage; having multiple missions that stay fresh, keeping the missions multi-player (whether co-op or PvP), and creating some sort of interesting arc for the campaign.

On one hand it makes the most thematic sense to have a lone bounty hunter, like Boba in his Firespray or Bossk in the Hound's Tooth, hunting down their prey. But f you want to play with another human being, you are going to either have to take turns playing as the hunted, or you'll need to fly as a pair against an Aturi-style AI. I prefer flying against humans, but it might suck to have to play the hunted so often.

As for a (story) arc for the campaign, One interesting aspect you could explore is the interplay between the Imperials, Rebels, and assorted Criminals of the galaxy. You could allow players to choose their own path by presenting them with options to take missions from different employers early on. As they play those missions and fail or succeed, they might become notorious agents of any one of those three factions.

I was thinking of a campaign for X-Wing where each person selected a big ship( other than the Decimator, Ghost, Tie Punisher, and K-Wing) from any of the 3 factions and followed the following

I don't get it. Why are those ships excluded?