Making a name for yourself. RPG elements into X: Wing

By LedZep, in X-Wing

Cutting the story short…

After playing in a local gaming store and watching people use their unamed pilots to protect the named ones and then playing with my girlfriend and watch her protect every unamed pilot as she fights for the empire I came up with the idea for a tournament like game that could be played with multiple players on a big table. The games name would be taken from Star Wars battlefront. The name?

Galactic Conquest.

Dividing players in two factions, (rebels/imperials), players would be tasked with missions (created by a Dungeon Master).

The DM would first find a map of the galaxy and choose a system. The players in the game vote for the system. (systems are important because they provide the background for the table as nebulas, asteroid fields, and planets.) Then try to gather information about the planets and asing CAPITAL SHIPS to the imperials. Every Strar Destroyer would have 72 ships (6) tie squadrons. Then the rebels would have a base or a capital ship.

The main point is to capture or liberate planets. Other missions would include to steal suplies from an imperial convoy, steal ships, destroy patrols, protect valuable targets or destroy them.

Example: Rebellion players join up and decide to gather information on an imperial controled territory. Succes of this mission Would give them proton torpedoes cards or r2 units to use the x wings they have to attack a base without having to move their capital ships and attracting atention.

After the imperial players accept the mission as fair, the rebels choose a player and throw certain amount of dice. If the amount of dice they roll win over the imperials then the mission starts and the rebels get a player to spy and get the location of a shipment. After the initial dice throw, factions roll dice again to see if mission was succesfull. DM decides dificulty to the dice roll. If succesfull, a rescue mission takes place, if not then the imperials have a prissioner and that pilot will be a prissioner that would need rescue/be interogated for imperial bonuses and reinforcement of the intended target or simply be killed making the player and his experience be reseted. (more on experience later)

Rescue mission would work like the example on the core set. Spy has a shuttle with information or cargo, imperials destroy or captre and rebels protect the shuttle until one designated edge is reached.

Wining the campaing would take a month. The faction controlling the system at the end of the month wins. Remember, once you are dead, you lose a ship and ships cant be replaced that easy for the rebellion. This involves more missions about stealing more ships.

Players: Next topic

Player information & lonely roleplaying if you dont have enough people to organize galactic conquest:

Players-

Every capital ship will have a number of fighter ships available. A player will be playing with a certain ammount of points deppending on the mission or players available at the time. In 180 point battles, 3 players would have 60 points. Here is the catch. No named pilots can be played. (Or may be played after cetain requirements are met. DM makes the rules and players vote.)

Playing the game as a pilot. AKA Making a name for yourself. Here is the good part. (Needs to be organized. These are just examples)

You start as a rookie pilot or an academy pilot. The lowest of skill points.

The main goal of the game is to survive. You will be awarded a wingman. Killing ships gives you 10 points and surviving a mission gets you 50. after very 100 points you may rise your sill by 2. (This will be applied to you when you have reached enough points to change from academy pilot to obsidian squad or black squad and fron rookie pilot to rogue squadron pilot and so on…) What about the wingman? Well protecting the wingman and him surviving a mission will give you another wingman. So for example, surviving the first mission, killing 2 ties and your wingman having survived gets you 50 points +20 from tie/fighters killed = 70 and another wingman.

^^ This needs to be thought better.

With points you get to have better r2/r5 units and skills for your main pilot and wingmen. Once you use the points that skill card stays with you unless its a torpedo or you die. When you die, you reset to being a rookie pilot.

Special Rule- If one of your wingman survives the event, you could then become that wingman. You may asing names to them and yourself at the beguining of your playtrough.

I know this is a wet dream and needs a lot of planing but I thought I would share the idea with you guys.

FOR LONERS-

RP with yourself:

Choose a squad to play with but change one of your ships pilot to rookie pilot or academy. That one will represent yourself. Dont tell the other player who you are. (that will make him try to kill you and you to loose the battle while thinking about surviving and it wont be any fun at all.) Then play and try to survive untill you have become a rogue squadron pilot or an imperial squadron pilot.

Example:

X wing: Rookie pilot/ A wing prototype pilot > Rogue Squadron Pilot/ Gold/Grey Squadron Pilot/ A wing pilot.

Tie fighter> Obsidian/Black squadron pilot. + 5 kills tie interceptor 10 kills > tie interceptor squadron pilot> + 15 kills tie advance.

Use this to challenge yourself. You could even print a picture of the ship you pilot, and use paint to make your own player card with picture and name.

Example-

(Picture) Name: Verdon Mower

(Ships Picture)

*And the best part would be you drawing (or coppy pasting) the icon of the ships you have destroyed to the ships side on the drawing or below.

Opinions?

LedZep said:

The DM would first find a map of the galaxy and choose a system. The players in the game vote for the system. (systems are important because they provide the background for the table as nebulas, asteroid fields, and planets.) Then try to gather information about the planets and asing CAPITAL SHIPS to the imperials. Every Strar Destroyer would have 72 ships (6) tie squadrons. Then the rebels would have a base or a capital ship.

Capital ships serve the purpose of taking fighters that dont have a hyperdrive from one planet/system to the other. X/Y wings for example, do not need a capital ship for attacks. The empire on the other hand needs to have the capital ship close because of the # days of life support every pilot has on their pilot suit.

LedZep said:

With points you get to have better r2/r5 units and skills for your main pilot and wingmen. Once you use the points that skill card stays with you unless its a torpedo or you die. When you die, you reset to being a rookie pilot.

DM may also choose to let that player go. It would be cool and would make you think twice if you cant come back and play.

This idea has some merit. I'll give it a look and see what kind of tweaking could be done. Pretty well thought out.

LedZep said:

LedZep said:

With points you get to have better r2/r5 units and skills for your main pilot and wingmen. Once you use the points that skill card stays with you unless its a torpedo or you die. When you die, you reset to being a rookie pilot.

DM may also choose to let that player go. It would be cool and would make you think twice if you cant come back and play.

Had the first session of our local Star Wars X-wing League. Had a total of 7 players for the first mission. I used the following rules for the league: X-wing League Rules if you want to check them out. As the rules state each player is a pilot in the newly formed ad-hoc fighter squadron “ The Reapers ” assigned to the rebel Nebulon B2 Escort Frigate “ Timeron “.

The first two missions have been completed and a run down posted in the Battles section. Please check them out.

I wish I lived near some of you guys. I am so pumped up for a game like this.