X-wing: The Roleplaying Game

By Piscopas, in X-Wing

Inspired by the What is your ship? And what is your ability? thread, the Heroes of the Aturi Cluster , and a bout of insomnia...I thought of a way to create your own pilot that could be used in a casual setting (with your opponent's permission, of course!) This is a very rough draft, but I think I've got a good framework going. I would love some feedback, as well as some ideas on when certain ships should "unlock" for purchase. I apologize for the wall o' text.

I was thinking certain ships should not unlock until your highest PS reaches a certain level, or until you have achieved a certain PS level on a less-powerful ship.

Thanks for looking and let me know what you think!

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These rules are intended to allow you to create a pilot to represent yourself on the tabletop and to allow even standard 100/6 games to have some greater significance. Of course, these rules are not official and should only be used with your opponent’s permission.

X-wing: The Roleplaying Game uses two concepts to track your pilot’s progression. The first is Experience (XP). This represents your Pilot’s Skill and lessons learned from extended time at your ship’s controls. The second is Galactic Credits (GC), which are used to purchase upgrades, ordinance, modifications and even access to new starships!

Pilot Creation

You must first choose which faction you will be fighting for: the Rebellion, the Empire, or Scum & Villainy. Depending on which faction you choose, your pilot will have access to different ships and/or upgrades. You will then record your details on a Pilot Log which you will use to track your progress and keep track of what options are available to you.

Rebel Recruit

You will begin your piloting career in a Z-95 Headhunter with the following profile:

PS 0 — ATTACK 2 — AGILITY 2 — HULL 2 — SHIELD 2 (10 Squad Points)
Upgrade Slots — Elite Pilot Talent, Missile, Title, Modification

In addition, your pilot begins with one Galactic Credit.

Imperial Cadet

You will begin your career in a TIE Fighter with the following profile:

PS 0 — ATTACK 2 — AGILITY 3 — HULL 3 — SHIELD 0 (11 Squad Points)
Upgrade Slots — Elite Pilot Talent, Title, Modification

Scum & Villainy Thug

You will begin your career in a Z-95 Headhunter with the following profile:

PS 0 — ATTACK 2 — AGILITY 2 — HULL 2 — SHIELD 2 (11 Squad Points)
Upgrade Slots — Elite Pilot Talent, Missile, Illicit, Title Modification

Earning Experience (XP)

For each battle that you fly in a given ship, you earn one XP. If your squadron wins the battle, or completes its mission objectives, you gain additional XP. Each time you earn 10 XP in a given ship, your Pilot Skill is increased by 1 when flying t hat particular ship type .

Example: Beauregard has earned 42 XP flying a TIE Fighter, meaning that he has a Pilot Skill of 4 when flying TIE Fighters. However, he has only earned 27 points flying TIE Bombers, so he has a Pilot Skill of 2 when flying TIE Bombers.

Ejecting

When a pilot is shot down, they must make an Eject Roll to determine the condition of their pilot and ship. If your squadron wins the game/mission or the game ends in a Draw, roll 1 Attack Die. If your squadron lost the game/mission, roll 2 Attack Die instead and suffer the result of each die.

— [blank] — Safely Ejected. No penalty
— [Focus] — You only earn half of the GC you scored this game, rounding down. If you roll two [Focus] results, you do not earn any GC (see below).
— [Hit] — Lose the most expensive upgrade equipped for this game. If no upgrades are equipped, lose the most expensive upgrade from your Pilot Log.
— [Critical Hit] — Lose the most expensive Elite Pilot Talent or Pilot Ability equipped for this game. If no Elite Pilot Talents or Pilot Abilities are equipped, lose the most expensive one from your Pilot Log.
— [Two Critical Hits] — Ship Lost. You must purchase another ship of this type before it can be used again. In addition, you lose 5 XP for that ship type.

Earning Galactic Credits (GC)

Galactic Credits are earned for kills, completing objectives and assisting other members of your squadron. As you play a mission, keep track of any Credits you earn with tokens. After making your Eject Roll (if necessary), any Galactic Credits earned are added to the Pilot Log and may be spent as desired. Once earned, Galactic Credits may not be lost due to future Eject Rolls. Galactic Credits are earned in the following ways:

During the Combat Phase…

— Deal at least one Damage to one or more enemy ships (1 GC)
— Destroy an enemy ship/emplacement/etc. (+1 GC)
— …And enemy ship is a large ship (+1 GC)
— …And enemy ship has a higher PS than you (+1 GC)
— Kill-Assist — see below — (1 GC)
— Guardian — see below — (1 GC)

Pilots are awarded bonus Galactic Credits for supporting each other in a variety of situations, and encouraging teamwork. However, Galactic Credits are only awarded for situations where the bonus was useful. Apply the following definitions:

Kill-Assist — When you provide an action or bonus to an ally that then uses the bonus to destroy an enemy.
Guardian — When you provide an action or bonus to an ally that then uses the bonus to prevent at least one damage.

Spending Galactic Credits

Players can spend Galactic Credits on different items to upgrade their pilot or ship and can even buy new ships! Unspent Credits are banked for later.

Upgrades, Modifications & Elite Pilot Talents

When you spend GC to buy an upgrade or modification, you are securing access to that equipment. All upgrades you have unlocked are available to you when preparing your ship for a mission. You can own as many upgrades/abilities as you wish. If you wish to field multiple copies of a card, you must purchase multiple copies. Upgrades and Elite abilities with “Discard this card…” effects are reloaded/refreshed for each mission and do not need to be re-purchased with GC after each use.

Upgrades that cost 0 or negative points still cost 1 GC to gain access to the card.

Elite Pilot Talents cost 2x the normal squad point cost to purchase.

Pilot Abilities

In addition to the normal Upgrade options for your ship, your pilot may equip one Pilot Ability from those available to him. The Pilot Abilities of existing pilots may be purchased with Galactic Credits at the cost of the PS of the original owner. Your highest Pilot Skill must be greater than or equal to the PS of the original owner to purchase the ability. You also may not equip a particular Pilot Ability until your PS for the given ship is greater than or equal the PS of the original owner.

Ships

As your pilot progresses, you will gain access to new and more powerful ships. Certain ships will become available as your pilot’s highest Pilot Skill increases. Once a ship is purchased it may be flown in any game/mission, unless it is lost due to an Eject Roll. If all of your ships should be lost, you will receive a new starter ship (Z-95/TIE Fighter) at no cost.

Squadron Points

To calculate how much your pilot & ship costs for squadron building purposes, simply add the cost of your Ship, any equipped upgrades and your current PS in that ship. If you have a pilot ability equipped, add 1 more point.

Edited by Piscopas

Rebel Shipyard

ARC-170 (22 GC) — ATTACK 2 — AGILITY 1 — HULL 6 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, Torpedo, Crew, Astromech Droid, Title, Modification

Attack Shuttle (15 GC) — ATTACK 3 — AGILITY 2 — HULL 2 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Crew, Title, Modification

A-wing (16 GC) — ATTACK 2 — AGILITY 3 — HULL 2 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Missile, Title, Modification

B-wing (20 GC) — ATTACK 3 — AGILITY 1 — HULL 3 — SHIELD 5
Upgrade Slots — Elite Pilot Talent, System Upgrade, Cannon, Torpedo, Title, Modification

E-wing (26 GC) — ATTACK 3 — AGILITY 3 — HULL 2 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, Astromech Droid, System Upgrade, Torpedo, Title, Modification

HWK-290 (14 GC) — ATTACK 1 — AGILITY 2 — HULL 4 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Crew, Title, Modification

K-wing (21 GC) — ATTACK 2 — AGILITY 1 — HULL 5 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Torpedo, Torpedo, Missile, Crew, Bomb, Bomb, Title, Modification

T-70 X-wing (22 GC) — ATTACK 3 — AGILITY 2 — HULL 3 — SHIELD
Upgrade Slots — Elite Pilot Talent, Astromech Droid, Torpedo, Tech, Title, Modification

X-wing (19 GC) — ATTACK 3 — AGILITY 2 — HULL 3 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Astromech Droid, Torpedo, Title, Modification

Y-wing (16 GC) — ATTACK 3 — AGILITY 2 — HULL 3 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Torpedo, Torpedo, Astromech, Title, Modification

VCX-100 (32 GC) — ATTACK 4 — AGILITY 0 — HULL 10 — SHIELD 6
Upgrade Slots — Elite Pilot Talent, System Upgrade, Turret Weapon, Torpedo, Torpedo, Crew, Crew, Title, Modification

YT-1300 (26 GC) — ATTACK 2 — AGILITY 1 — HULL 6 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Missile, Crew, Crew, Title, Modification

YT-2400 (28 GC) — ATTACK 2 — AGILITY 2 — HULL 5 — SHIELD 5
Upgrade Slots — Elite Pilot Talent, Cannon, Missile, Crew, Title, Modification

Imperial Shipyard

TIE Advanced Prototype (14 GC) — ATTACK 2 — AGILITY 3 — HULL 2 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Missile, Title, Modification

TIE Advanced (19 GC) — ATTACK 2 — AGILITY 3 — HULL 3 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Missile, Title, Modification

TIE Bomber (14 GC) — ATTACK 2 — AGILITY 2 — HULL 6 — SHIELD 0
Upgrade Slots — Elite Pilot Talent, Missile, Missile, Bomb, Torpedo, Torpedo, Title, Modification

TIE Defender (29 GC) — ATTACK 3 — AGILITY 3 — HULL 3 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, Missile, Cannon, Title, Modification

TIE Interceptor (17 GC) — ATTACK 3 — AGILITY 3 — HULL 3 — SHIELD 0
Upgrade Slots — Elite Pilot Talent, Title, Modification

TIE Phantom (22 GC) — ATTACK 4 — AGILITY 2 — HULL 2 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, System Upgrade, Crew, Title, Modification

TIE Punisher (19 GC) — ATTACK 2 — AGILITY 1 — HULL 6 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, System Upgrade, Torpedo, Torpedo, Missile, Missile, Bomb, Bomb, Title, Modification

TIE/FO Fighter (14 GC) — ATTACK 2 — AGILITY 3 — HULL 3 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Tech, Title, Modification

TIE/SF Fighter (20 GC) — ATTACK 2 — AGILITY 2 — HULL 3 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, System Upgrade, Missile, Tech, Title, Modification

Firespray-31 (30 GC) — ATTACK 3 — AGILITY 2 — HULL 6 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Missile, Cannon, Bomb, Crew, Title, Modification

Lambda-Class Shuttle (19 GC) — ATTACK 3 — AGILITY 1 — HULL 5 — SHIELD 5
Upgrade Slots — Elite Pilot Talent, System Upgrade, Cannon, Crew, Crew, Title, Modification

VT-49 Decimator (37 GC) — ATTACK 3 — AGILITY 0 — HULL 12 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Bomb, Crew, Crew, Crew, Torpedo, Title, Modification

Scum Shipyard

G-1A Starfighter (20 GC) — ATTACK 3 — AGILITY 1 — HULL 4 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, System Upgrade, Crew, Illicit, Title, Modification

HWK-290 (15 GC) — ATTACK 1 — AGILITY 2 — HULL 4 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Crew, Illicit, Title, Modification

Kihraxz (18 GC) — ATTACK 3 — AGILITY 2 — HULL 4 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Missile, Illicit, Title, Modification

M3-A “Scyk” Interceptor (12 GC) — ATTACK 2 — AGILITY 3 — HULL 2 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Title, Modification

Protectorate Starfighter (19 GC) — ATTACK 3 — AGILITY 3 — HULL 4 — SHIELD 0
Upgrade Slots — Elite Pilot Talent, Torpedo, Title, Modification

StarViper (24 GC) — ATTACK 3 — AGILITY 3 — HULL 4 — SHIELD 1
Upgrade Slots — Elite Pilot Talent, Torpedo, Title, Modification

Y-wing (16 GC) — ATTACK 3 — AGILITY 2 — HULL 3 — SHIELD 2
Upgrade Slots — Elite Pilot Talent, Turret Weapon, Torpedo, Torpedo, Salvaged Astromech, Title, Modification

Aggressor (30 GC) — ATTACK 3 — AGILITY 3 — HULL 4 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, System Upgrade, Cannon, Cannon, Bomb, Illicit, Title, Modification

Firespray-31 (30 GC) — ATTACK 3 — AGILITY 2 — HULL 6 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Missile, Cannon, Bomb, Crew, Illicit, Title, Modification

Jumpmaster 5000 (22 GC) — ATTACK 2 — AGILITY 2 — HULL 5 — SHIELD 4
Upgrade Slots — Elite Pilot Talent, Torpedo, Torpedo, Crew, Salvaged Astromech, Illicit, Title, Modification

Lancer-class Pursuit Craft (31 GC) — ATTACK 3 — AGILITY 2 — HULL 7 — SHIELD 3
Upgrade Slots — Elite Pilot Talent, Crew, Illicit, Illicit, Title, Modification

YV-666 (27 GC) — ATTACK 3 — AGILITY 1 — HULL 6 — SHIELD 6
Upgrade Slots — Elite Pilot Talent, Missile, Cannon, Crew, Crew, Crew, Illicit, Title, Modification

Okay....Did a little more thinking on the subject and I think I figured out how to "unlock" all the fighters. In addition to the cost, listed you have to have unlocked one ship from the previous tier and progressed to at least PS 2 on it. I can't really configure it on the forum, but it would look more like a tree and you could go as far as you want on any given branch/track.

Rebels "Fighter" Track --> Z-95 --> T65 X-Wing OR A-Wing --> T70 X-Wing OR E-Wing --> ARC-170

Rebels "Bomber" Track --> Z-95 --> Y-Wing --> B-Wing --> K-Wing

Rebels "Support/Heavy" Track --> Z-95 --> HWK-290 OR Attack Shuttle --> VCX-100 OR YT-1300 OR YT-2400

Imperials "Fighter" Track --> TIE/LN --> Interceptor OR TAP --> Advanced OR Phantom --> Defender

Imperials "Bomber" Track --> TIE/LN --> Bomber --> Punisher --> Defender

Imperials "First Order" Track --> TIE/LN --> TIE/FO --> TIE/SF

Imperials "Support/Heavy" Track --> TIE/LN --> Lambda --> Firespray OR Decimator

Scum "Fighter" Track --> Z-95 --> Scyk OR Y-Wing --> Kihraxz OR Protector --> StarViper

Scum "Support/Heavy Track --> Z-95 --> HWK-290 --> G-1A OR Jumpmaster --> Firespray OR Aggressor OR Lancer OR YV-666

Again, thoughts/comments are appreciated.

Edited by Piscopas

So, I took my son down to the local shop and we were able to give this a shot. He wanted to do a 1-on-1 match to begin. He started an Imperial pilot (Basically an Academy Pilot with PS 0), and I started a Rebel Pilot (Z-95 with PS 0 and I bought the EPT Adrenaline Rush with the leftover point). In our first game, he didn't really use his maneuverability to arc-dodge but went for a frontal assault. I was able to line up a couple of good shots on him and took him out.

Then we decided to try a 50 point game, but include our new pilots. He decided to take Countess Ryad with the /D title, Autoblaster and Calculation. Since he did an expensive upgraded wingman, I did the same and flew a Blackmoon Squadron Pilot with R2-D2, Fire Control System and Proton Torpedoes. In the second game, I was able to take down the TIE and strip some of the Defender's shields, but he was able to get the best of me. He landed a really nice Autoblaster shot (3 hits that couldn't be canceled) to end the game, so he ended the night on a positive note.

We had a lot of fun. Both our pilots ended up with 3 Experience, and I used the Credits I earned to purchase Ion Pulse Missiles, while he banked his to save towards a new ship once he gets his PS up.

We both had fun, which is the most important part!