My group will be getting to the part of the Mos Shuuta adventure where the fly off into space this evening. I am planning on using the X-Wing models as representations of the ships in the encounter for visual purposes and work through the EotE space combat rules. If it becomes to cumbersome for the players then I will pull out the movement tokens from X-Wing and have them move around using those while still taking turns shooting, repairing and such. Can't wait for the Lambada class and the 720 to be released for X-Wing.
Edge of the Empire and X-Wing Miniatures
At the end of Mos Shuuta, I just set the Falcon and TIEs in the middle of the table on a starfield map, and we just gazed in awe-filled reverence while playing as normal.
My group will be getting to the part of the Mos Shuuta adventure where the fly off into space this evening. I am planning on using the X-Wing models as representations of the ships in the encounter for visual purposes and work through the EotE space combat rules. If it becomes to cumbersome for the players then I will pull out the movement tokens from X-Wing and have them move around using those while still taking turns shooting, repairing and such. Can't wait for the Lambada class and the 720 to be released for X-Wing.
I'm doing the very same thing on Saturday evening with my group. Using the Millennium Falcon and Tie Fighters as representations as we make the EotE space combat rolls. Mainly to give the payers a sense of what the vehicles are doing. Also using my Battlemat on the HEX site to give them an idea of range bands etc.
As a few people have stated, I was thinking of just using them as visual representations. Much like what is done with the beginner adventures and the player tokens.
I havent had much experience with ship combat in EotE or AoR even tho i have been a player in both, but I am and avid X-wing player with a descent collection. I hav ethought of running a campaign and would love to also use the ships to add more to the game how hard would it be to convert rules in xwing or use combat rules from either book to xwing, instead of using dials could you just use the templetes to represent the range bands for speeds and use which ever games combat system. ignoring PS from xwing and use inititive from rpg?
I would suggest using the search box at the very top of the page.
The TLDR of it is that a lot of people have tried to do a conversion, and so far no one has been successful. A lot of the core elements of X-Wing work in direct opposition to core elements of SWRPG, and you can’t really merge or convert between the two without effectively destroying one or the other.
SWRPG is a game that is best played in as abstract a form as you can manage, so that you can make it more cinematic and follow the “feel” of the movies. But X-Wing and Armada are both games that are very deep in the nitty-gritty of hands-on details and precisely who is how far away from what, etc….
They just don’t mix well, if at all.
EDIT: True character death in SWRPG is quite rare and actually difficult to achieve.
However, in X-Wing, it is easy for virtually everyone on both sides to die by the end of the combat, which isn’t a problem because those cards can still be used for the next battle.
Edited by bradknowleswell you could look into other miniature games that have campaign rules for improvement on characters, like you would start all pilots off at 1 for their skill and award them like 1 xp for winning the fight plus more for success in other missions in that fight then at a certain level of xp they would advance. then players could spend xp on other special abilities or even upgrades from the upgrade cards for x-wing. I think battletech not the role-playing game but the miniatures game actually has campaign rules for advancement of pilots and special abilities for ideas not porting them over to x-wing. I would like to see FFG come out with campaign rules for x-wing as well since there is going to be campaign rules for the Armada game within the year.
I would think my gaming group would play x-wing alot more often of there was a campaign guide for x-wing. You could also have an upgrade where your pilot learned to expand his knowledge and can now fly other ships like starter would be the x-wing then moves to the A-wing and so on or of you play the empire start at tie-fighter then as you become experienced move on the the Tie-intercepter all the way to the Tie defender or even moved on to the VT-49 decimator. Lots of things to do and as new ships come out you can throw them into the mix of Experience, it would just be like the old computer game "X-wing or Tie-fighter" that was out a long time ago for the computer. Does this get your juices flowing? You could look at other miniature campaign books for Scenerio ideas for your group to take on as well.
You could check the X-wing forum someone might be working on this as well and you could help them come up with a great system for campaign book for right now until official stuff comes out from FFG on Campaign book.
Edited by gilburBeing a huge x-wing fan I ran a couple year long campaign making use of this as an outline. Its certainly far from perfect and had some technical + wording issues but it was pretty serviceable. I'd love people to take a look and see what they think. Had some basic conversion rules and then also provided a replacement talent tree. The lines in the table show where the talents link to as if it was a tree. The main issue is if you buy everything on it then you have just a tonne of stuff to keep track of but thankfully you only ever had one ship to worry about. I want to reduce the maximum number of cards you have sitting next to your ship with maybe grit/toughness/extra hull + shield stuff but otherwise it really ran smoothly . Some people might not like the flat health boost named characters/PCs get but x-wing is a game about very fragile ships getting popped so having a little buffer so players are not getting on shot constantly but can even that out later with all their bonus abilities really becomes an important part of it.
https://drive.google.com/open?id=1uRqpFZHiISi5yiP0xD6tbbiiHdoC1W6Ld8HvNLOexV0
Edited by kingcomBeing a huge x-wing fan I ran a couple year long campaign making use of this as an outline. Its certainly far from perfect and had some technical + wording issues but it was pretty serviceable. I'd love people to take a look and see what they think. Had some basic conversion rules and then also provided a replacement talent tree. The lines in the table show where the talents link to as if it was a tree. The main issue is if you buy everything on it then you have just a tonne of stuff to keep track of but thankfully you only ever had one ship to worry about. I want to reduce the maximum number of cards you have sitting next to your ship with maybe grit/toughness/extra hull + shield stuff but otherwise it really ran smoothly . Some people might not like the flat health boost named characters/PCs get but x-wing is a game about very fragile ships getting popped so having a little buffer so players are not getting on shot constantly but can even that out later with all their bonus abilities really becomes an important part of it.
http://www.megafileupload.com/oaN4/EoteToX-WingConversionrules.pdf
I would be keen to have a look at this. The file is locked so I just sent a request for access
Being a huge x-wing fan I ran a couple year long campaign making use of this as an outline. Its certainly far from perfect and had some technical + wording issues but it was pretty serviceable. I'd love people to take a look and see what they think. Had some basic conversion rules and then also provided a replacement talent tree. The lines in the table show where the talents link to as if it was a tree. The main issue is if you buy everything on it then you have just a tonne of stuff to keep track of but thankfully you only ever had one ship to worry about. I want to reduce the maximum number of cards you have sitting next to your ship with maybe grit/toughness/extra hull + shield stuff but otherwise it really ran smoothly . Some people might not like the flat health boost named characters/PCs get but x-wing is a game about very fragile ships getting popped so having a little buffer so players are not getting on shot constantly but can even that out later with all their bonus abilities really becomes an important part of it.
http://www.megafileupload.com/oaN4/EoteToX-WingConversionrules.pdf
I would be keen to have a look at this. The file is locked so I just sent a request for access
Oh weird, not sure what happened. Have a try now.
I stuck this in another thread so I'd thought I would just stick it here too (mostly because I am very much looking at more feedback about things):
To give you an example of the conversion I'll take a PC with agility 4 and Pilot(Space) Rank 3, Gunnery 2 who is flying an X-wing
Your stats look like:
Pilot Skill 7 - (Agility +4, Pilot +3)
Primary Weapon 4 - (X-wing base +3, Gunnery /2 = +1)
Ship Agility 3 - (X-wing base +2, Piloting 3/2 = +1)
Hull 3 - (X-wing base +3)
Shields 4 - (X-wing base +2, PC bonus +2)
Its a decent upgrade over a default x-wing purely because my group wanted the experience of Vader in his appearance in Rebels to be the baseline for what a maxed ranked super Ace should be doing. If you are getting Gunnery 6 and Pilot 6 then anyone who isnt also an Ace can't really touch you with any degree of reliability. If thats a problem you can make the bonus Gunnery /3 or even remove it entirely. Its particularly satisfying to just crush through a squad of TIE Fighters.
The free shield bump is designed to act like your luck/heroic survival kind of thing to make sure they dont get one shotted thanks to an unlucky roll. It also encourages characters who are not built to be pilots to come into the fight in their own ship. This makes them just better ships even if the player has nothing but 1 agility.
Edited by kingcomwell you could look into other miniature games that have campaign rules for improvement on characters, like you would start all pilots off at 1 for their skill and award them like 1 xp for winning the fight plus more for success in other missions in that fight then at a certain level of xp they would advance. then players could spend xp on other special abilities or even upgrades from the upgrade cards for x-wing. I think battletech not the role-playing game but the miniatures game actually has campaign rules for advancement of pilots and special abilities for ideas not porting them over to x-wing. I would like to see FFG come out with campaign rules for x-wing as well since there is going to be campaign rules for the Armada game within the year.
I would think my gaming group would play x-wing alot more often of there was a campaign guide for x-wing. You could also have an upgrade where your pilot learned to expand his knowledge and can now fly other ships like starter would be the x-wing then moves to the A-wing and so on or of you play the empire start at tie-fighter then as you become experienced move on the the Tie-intercepter all the way to the Tie defender or even moved on to the VT-49 decimator. Lots of things to do and as new ships come out you can throw them into the mix of Experience, it would just be like the old computer game "X-wing or Tie-fighter" that was out a long time ago for the computer. Does this get your juices flowing? You could look at other miniature campaign books for Scenerio ideas for your group to take on as well.
You could check the X-wing forum someone might be working on this as well and you could help them come up with a great system for campaign book for right now until official stuff comes out from FFG on Campaign book.
You've seen the Heroes of the Arturi Cluster , right? Sure, there's some printing costs but all of the hard work's been done for you.
Being a huge x-wing fan I ran a couple year long campaign making use of this as an outline. Its certainly far from perfect and had some technical + wording issues but it was pretty serviceable. I'd love people to take a look and see what they think. Had some basic conversion rules and then also provided a replacement talent tree. The lines in the table show where the talents link to as if it was a tree. The main issue is if you buy everything on it then you have just a tonne of stuff to keep track of but thankfully you only ever had one ship to worry about. I want to reduce the maximum number of cards you have sitting next to your ship with maybe grit/toughness/extra hull + shield stuff but otherwise it really ran smoothly . Some people might not like the flat health boost named characters/PCs get but x-wing is a game about very fragile ships getting popped so having a little buffer so players are not getting on shot constantly but can even that out later with all their bonus abilities really becomes an important part of it.
http://www.megafileupload.com/oaN4/EoteToX-WingConversionrules.pdf
I would be keen to have a look at this. The file is locked so I just sent a request for access
Oh weird, not sure what happened. Have a try now.
I stuck this in another thread so I'd thought I would just stick it here too (mostly because I am very much looking at more feedback about things):
To give you an example of the conversion I'll take a PC with agility 4 and Pilot(Space) Rank 3, Gunnery 2 who is flying an X-wing
Your stats look like:
Pilot Skill 7 - (Agility +4, Pilot +3)
Primary Weapon 4 - (X-wing base +3, Gunnery /2 = +1)
Ship Agility 3 - (X-wing base +2, Piloting 3/2 = +1)
Hull 3 - (X-wing base +3)
Shields 4 - (X-wing base +3, PC bonus +2)
Its a decent upgrade over a default x-wing purely because my group wanted the experience of Vader in his appearance in Rebels to be the baseline for what a maxed ranked super Ace should be doing. If you are getting Gunnery 6 and Pilot 6 then anyone who isnt also an Ace can't really touch you with any degree of reliability. If thats a problem you can make the bonus Gunnery /3 or even remove it entirely. Its particularly satisfying to just crush through a squad of TIE Fighters.
The free shield bump is designed to act like your luck/heroic survival kind of thing to make sure they dont get one shotted thanks to an unlucky roll. It also encourages characters who are not built to be pilots to come into the fight in their own ship. This makes them just better ships even if the player has nothing but 1 agility.
Great, I managed to open it now. Seems simple. I like it.