Campaign rules idea

By Daeglan, in X-Wing

So I have some campaign rules ideas and I thought I would post them to see what people think.

I would like to seperate the ship costs from the pilot costs.

This way you can upgrade the ship and if it is destroyed on a mission you lose those upgrades.

Pilots can eject and be captured or injured or die with the ship.

Piltos can get multiple elite pilot skills and 1 pilot ability.

Droids can improve and get multiple abilities.


You start the game with a certain number of points to build your fighter wing.

Rebels start with a number of spare ships/missiles and have to spend xp to buy replacement ships and missle replacements.

Rebels can buy rookies or more advanced pilots with xp.

Imperials have an unlimited number of replacement ships.and academy pilots. They can not buy more advanced pilots after the start of the campaign.

Ejected pilots need to be picked up by a yt1300 or rebel controlled lambda
Ejected pilots picked up by the firespray ore imperial lambda. are captured. If captured next mission is a recovery mission. Captured pilots will provide the imperials with a piece of data like # of ships of a type, or number of missiles on hand etc.


Sounds like an interesting idea! Where are you going to post the rules?

trying to build them here.

i like it, keep me informed on further details =D

Cool ideas but most TIEs were never built with ejector seats to my knowledge.

Well if you have any ideas or know the math it would be helpful.

I saw this on Boardgame geek

I like playing with the empire. My friends play with the rebels. As we in wave 2 the Tie Interceptor (3 dice attack), have already begun the claims of the type:

The Biggs Darklighter is useless now, etc …

So I created especially for them a "new unique astromech" (costs 2 points squadron), and it's ability to be programmed to emulate the functions of two other existing astromechs.

Look at the possibilities:

Example 1: "New astromech" (2 points): Emulate R2 astromech function (1point) + R5 astromech function (1point) = total 4 squad points.

Example 2: "New astromech" (2 points): Emulate R2 astromech function (1point) + R2-D2 function (4 points) = total 7 squad points.

Example 3: "New astromech" (2 points): Emulate R2-D2 function (4 points) + R2-F2 function (3 points) = total 9 squad points.

Another interesting option:

Example 4: "New astromech" (2 points): Emulate R5 astromech function (1 point) + R5-D8 function (3 points) = total 6 squad points.

Quite pleased my rebel group. Gives great possibilities for use repeated unique astromech cards that otherwise there would be no use.

Thank you. And feel free to test this idea. Just do not know how to named the "new astromech". Ideas?

What do you think?

Sorry math isn't my strong suit.

A simple idea is to start with a basic Pilot Skill 1 pilot who can gain experience points for survivng, getting kills or completing objectives. Then they can cash in their experience and improve to Pilot Skill 2. I like the idea of gaining "medal" upgrades and possibly multiple ones for very skilled pilots. The rules need to be generic enough to cover both sides.

Some tentative ideas:

1 XP for surviving a mission

2 XP for if survived with a critical hit or without any damage

3 XP for a kill of a ship with less than or equal Pilot Skill

4 XP for a kill of a more experienced pilot

Increasing PS1 to PS4 could be 5 points per level, then maybe 10 points per level from PS4 to PS8 with a chance of gaining a medal at each level.

I am thinking about seperating things into resource points and xp points and pilot points.

To replace ships costs resource points. And upgrades cost resource points. Missiles cost resource points.

Between missions you get an alotment of resource points and pilot points. These are for buying rookie pilots and replacement hardware. IE missles etc. Winning a mission gives you more points.

Pilots earn xp and can be upgraded with them. or you could use a small amount of pilot points for "Training" Perhaps xp can be bought at a 5 pilot points per xp.

Imperials have a larger alotment of resource points and pilot points. The get lots of academy pilots to pull from.

Those are interesting ideas dividing resource and experience, could get more like a role playing game style which could work well.

I just had another idea so I thought I would share it regarding medal upgrades.

Obviously Veteran Instincts would not be allowed as it artifically increases the Pilot Skill. For the other options I would suggest you can take option(s) worth up to half your Pilot Skill rating. So for example if you have a PS of 4 (the earliest for medal potential) then you could get a medal option worth 1 or 2 points. If you wanted Push the Limit (3 points) you need a minimum PS of 6, or you could take 2 medals worth 1 and 2 points respectively.

Once a medal is chosen it must be kept for the rest of their career. So you can either get a cheap one early on and hope to last long enought to get another or you can wait and get the more expensive ones.

Well you could still have Veteran Instincts but instead of the increase in Pilot Skill maybe you could treat it as a special reroll of any one event during a game.

Or Veteran instincts is not available till PS 7 or 8.