X-Wing: Squadron Battles variant / Smuggler's Run Campaign

By Stevey86, in X-Wing

Been working on a little alternative game mode using preset squads of ships.

I've mostly only used existing game abilities (even if I have tweaked the wording a bit), but have also thrown a couple of new ones in where I felt would work. Also changed the action bar on a couple of ships, and the statline on the HWK-290 (obviously).

Needs a bit of playtesting to fine tune it, but it's designed for you to basically throw an equal number of squads and/or "hero" ships for each faction and have a nice fun balanced game. :D

https://docs.google.com/document/d/1XSCQC_O-PNb54IRxDzloQvZAN4GciSGy7FJl4yAVucY/edit?usp=sharing

Smuggler's campaign mentioned below (if anyone has any mission ideas or suggestions to make the whole thing better I am all ears :) )

https://docs.google.com/document/d/1Qu624__CM5vqdgwm5hqD_CwpJykCs7AvHg_bbt-oyOk/edit?usp=sharing

Edited by Stevey86

I like this idea.

Kinda like playing a card game with pre-constructed decks.

I like the different game formats that people come up with. Something that I dont like with the standard game is a ship like an x-wing would never go into battle without an astromech and torpedoes. Those should have been built in to the requirements, but allow the player to decide which astro/torp and the modification would still be there to customize the ship more. From the upgrade bar, the optional items would have been crew, modifications, illicits, and titles (as a means to give either special abilities to the ship type, or a single ship much the same as we have now).

Point values would obviously have to be adjusted, but thematically, why would a ship fight with less than their full array of weapons?

@HaranHaste Oh yeah fluff is completely dead in 100/6.

Made a few tweaks to tone down a couple of overpowered abilities and spread Ion/Stress dealing a bit better between factions.

On 2/14/2018 at 1:45 PM, HaranHaste said:

Something that I dont like with the standard game is a ship like an x-wing would never go into battle without an astromech and torpedoes. Those should have been built in to the requirements, but allow the player to decide which astro/torp and the modification would still be there to customize the ship more.

I mean, nobody ever takes an X-Wing into the game without an Astromech anymore because of how good Integrated Astromech is. Theoretically a pilot in-universe could fly without an Astromech (I'm pretty sure Luke has) but they'd be just as foolish as a player putting an x-wing on the table without Integrated astrimech.

17 minutes ago, Tvboy said:

I mean, nobody ever takes an X-Wing into the game without an Astromech anymore because of how good Integrated Astromech is. Theoretically a pilot in-universe could fly without an Astromech (I'm pretty sure Luke has) but they'd be just as foolish as a player putting an x-wing on the table without Integrated astrimech.

True, but if you want to run a squad of them (i.e. 4) in 100/6, then you really are limited as to your options.

It's 4 Rookies with either Plasma Torps and a 1 point astro or Flechette Torps and a 2 point astro. Either way it probably gets murdered because it has zero repositioning or action economy.