Simple X-wing Campaign (want input)

By Sir Orrin, in X-Wing

Hey guys!

This weekend I'm starting a simple X-wing Campaign for a group of my friends. They are going to play the Rebels, and I am going to come up with the missions and play as the empire. Basically HoTAC but I'm controlling the Imperials instead of an AI. Anyway, I came up with a really simplified upgrade system and I was wondering what you guys thought of it.

Here are the templates for Xwing, Awing, and Ywing player cards.

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Anyway, I was wondering if you guys had any suggestions on how much XP each level should be, how much XP people for get for damage/kills, and also if I should have a credit system so players can't just get whatever they want, they still have to save for the really good stuff. Feedback is appreciated!

Edited by Sir Orrin

I like it! Getting rid of upgrade costs for 2.0 campaigns is clutch. Removes so many headaches. That's what we've been doing locally for our HotAC-2.0.

Maybe just each time you complete a mission, level up? That's what we're doing, and it makes it really simple and easy.

Also, just a tiny thing, it's "initiative" now, not "pilot skill" :)

Just now, Kieransi said:

I like it! Getting rid of upgrade costs for 2.0 campaigns is clutch. Removes so many headaches. That's what we've been doing locally for our HotAC-2.0.

Maybe just each time you complete a mission, level up? That's what we're doing, and it makes it really simple and easy.

Also, just a tiny thing, it's "initiative" now, not "pilot skill" :)

Yeah, I'm thinking just ditching the upgrade costs will make it more fun. And I like the idea of leveling up every mission, that makes it even more simple! Though it might motivate them less to kill stuff. And yes, I will change Pilot Skill to Initiative, they are all newer players anyway so I should get them in the habit of calling it that while I try to get off the habit of calling it pilot skill! Thanks for the advice!

Edited by Sir Orrin
1 minute ago, Sir Orrin said:

Yeah, I'm thinking just ditching the upgrade costs will make it more fun. And I like the idea of leveling up every mission, that makes it even more simple! Though it might motivate them less to kill stuff. And yes, I will change Pilot Skill to Initiative, they are all newer players anyway so I should get them in the habit of calling it that while I try to get off the habit of calling it pilot skill! Thanks for the advice!

never underestimate how much fun it is to kill stuff in game. People will do it anyways.

Made custom Star Wars crawl and Mission briefing

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It Is a period of Galactic civil war! One year after the destruction of the DEATH STAR, THE REBEL ALLIANCE continues its fight against THE GALACTIC EMPIRE. Countless Rebel cells, such as Twilight Company and Phoenix Squadron, continue the good fight against the Empire, by cutting supply lines, destroying Imperial facilities, and straining the Empire’s resources wherever possible.

One of these groups, EAGLE SQUADRON, a newly formed starfighter squadron, prepares for its first mission: to disrupt Imperial activities in The Mimban sector, host to an assortment of valuable Imperial Industrial worlds. EAGLE SQUADRON has a long fight ahead of them, as the Empire holds a tight grip on the sector, and they are not ready to give it up to the Rebel Alliance.

Tensions run high as the rookie pilots of EAGLE SQUADRON prepare for their first mission, the capture and extraction of a high value target...

Mission briefing.

Alright listen up! My name is Commander Chaffe, your new commanding officer. I know you’re all relatively new pilots, but I’m gonna be honest with you, the Rebel Alliance isn’t picky, and we need all the competent pilots we can get. Eagle Squadron’s task is simple: give as much **** to the Empire in the Mimban sector as possible. It’s not going to be easy, but if we can stay one step ahead of them, and watch each other’s backs, we just might be able to do some serious damage.

Your first mission is simple. The Mimban sector is currently occupied by the Imperial 27 th fleet, which, according to our intelligence, is now under new management. Admiral Monzz Drayven is now in command of the 27 th fleet, and he has just finished his new command briefing on Coruscant and is on his way to Mimban right now. Unfortunately for us, he has his own personal Star Destroyer, so sadly we won’t be able to get a shot at him, unless we want to go on a pointless suicide mission. However, Admiral Drayven, like all good admirals, has a right-hand man, lieutenant Thane Doenitz. Doenitz was present for all of the admiral’s briefings regarding the Mimban system, which means he has memorized fleet deployments, security clearance codes, and countless other pieces of intel that we could use to gain an advantage in the sector. Doenitz had to stay on Coruscant for an extra day, so he will be entering this Mimban system at 04:00, in a ship substantially smaller than a star destroyer, most likely a shuttle. Due to Doenitz’s minimal rank, he will be met only by a small TIE escort, which you all should be able to deal with relatively easily.

Your orders are as follows: jump to the given coordinates, seek and destroy the fighter escort, intercept and disable Doenitz’s shuttle so we can extract him and bring him here for interrogation. If you succeed, it’s going to make our job here much easier.

Good luck pilots!