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