Mad Scenario/Campaign Idea (for fun)

By Englishpete, in X-Wing

So each side has 4 ships available now. (Others can be added as they come out.)

Rebels: (83)

YT-1300 (27)

X-Wing (21)

A-Wing (17)

Y-Wing (18)

Imperials: (84)

Firespray (33)

Tie Fighter (12)

Tie Advanced (21)

Tie Interceptor (18)

My idea is to base this in the Outer Rim. Each ship being operated by a 'soldier of fortune/bounty hunter/merc', whatever you want to call them.

Each faction is represented by one each of the lowest pilot skill ships available. NO UPGRADES

Each ship is flown by one player.

The players get a faction by placing 4 red dice and 4 green dice in a hat and drawing them out one each.

The last player to draw a dice from each faction then gets to pick one face down ship card from their faction so they do not see which ship. This repeats until all ships are taken.

The factions then face off with all normal rules in play. The exceptions are that the ships initiative order is decided by points value of the ship in reverse order. So the Tie Fighter moves last and fires first. The Bounty Hunter moves first and fires last. All other ships regardless of faction take their turn in points order.

Play is conducted on a 3x3 area with 8 asteroids in the field. (One each placed on points value lowest ship value placing first)

If one faction wipes out another, then the remaining faction turn on each other for the right to claim the 'prize' (They are scum and villainy after all).

You may not fire on your own faction until all the opposite faction are dead (doesn't mean to say you have to be helpful though).

Last ship flying wins.

Might be kinda mad and fun?

An extension into a campaign might be to allow the overall winner to gain 2points which can be spent on upgrades allowable to the ship they received, the losing factions last ship gains 2 pts and everyone else gains 1 pt. Points can be used to upgrade the current ship or used to buy the next ship in that type. Points may be saved and not used until a player decides on the upgrade/ship. If changing to the next ship up in type, you cannot jump ship levels.

i.e If the Tie Fighter wins they might spend the 1 point on becoming a Obsidian Squadron Pilot or may save them towards ship upgrades.

They may then opt to become a Black Squadron Pilot and so on PS level to PS level including named pilots.

All upgrades will transfer with the ship as long as they are available to the next level up in PS skill.

Once points are spent, the order of initiative may change as that players ship costs more. Players may find it better not to spend points immediately to keep initiative adding more tactics.

The campaign may last as many weeks as wanted. The overall winner is the ship with most points above and beyond their original ship cost.

Edited by Englishpete

That does sound fun. It also sound wildly unpredictable and subject to lots of random circumstance, but as long as you're playing with the right crowd, it should be fun. Hate to be the guy stuck with the Y-Wing.

Due to the nature of the game play, making and breaking alliances will be a major part. Faction vs Faction to start will even out the odds and then free for all will depend on hits taken so far. In that area, the Y-Wing may do well. Seen as a minimal threat early on it might just be in with a chance.

Early targets are likely to be the bounty hunter and x-wing.

I was thinking that as your PS increased it should help you out, so I think that once you are past the first 'rookie' ship, you can re-roll any one dice per game for every 2 point increase in pilot skill.

So a Tie Fighter moving to an Obsidian would go from 1 to 3 and gain 1 reroll, if they then went to Black Squadron, still only one reroll as you only made 1 full 2 point increase. This means a bounty hunter would get rerolls at 5, 7 and 9 an x-wing at 4,6 and 8 and so on.

Bear in mind that you can only increase PS by amassing enough points to buy the ship card with the next available PS, the x-wing would need 2 pts to become red squadron for example.

Edited by Englishpete