Quick Campaign Rules

By KineticOperator, in X-Wing

Here is something I would like to get some feedback on. This is a quick and dirty campaign rule set. I tried to keep it as straightforward as the X-Wing game is in the first place. The X-Wing game is terribly lethal, I tuned it down by rationalizing that a ship during a game may actually just be combat ineffective / drifting / limping home, not necessarily blown to bits. I hope you guys like it, and I would love to hear opinions and how it works out for you if you try it.

At the beginning of the league, every player has 100 points to purchase their squadron. Any unspent points can be saved to purchase replacements. They should name their squadrons.

At the end of the game, each player rolls one red and one green die for each ship that took part in the battle. Destroyed ships also roll one additional red die. The winner rolls one extra green die for each ship to reflect how much easier it is to analyze the battle and recover damaged ships / downed pilots if friendly forces control the surrounding space.

Roll all the dice at once. Hits, crits, and evades are compared in the same way as you would for an attack. Each uncancelled hit means that pilot/ship must sit out one battle in order to heal and repair. This can affect ships that didn't take any damage during the battle, and would reflect the need for additional maintenance. An uncancelled crit is special. If the ship was destroyed during the battle, it is considered lost beyond repair and the pilot killed. If the ship was not destroyed, then the Crit represents a major malfunction/breakdown and causes the ship to sit out two battles.

Each *eye* rolled on the green dice gives a pilot one experience.

Experience can be spent in the following ways.

1 Exp : +1 PS

Special Skills : A pilot may spend XP equal to twice the value of an Elite Pilot Talent to gain that talent permanently. The total value of XP spent this way cannot be higher than the pilots' current PS. For example, a PS 6 pilot may spend no more than 6 xp combined for his elite pilot talents (3 points worth)

I suggest having missions worth 5 points of replacements/reinforcements for the winner. First player to win 10 missions wins the campaign.

Thoughts?

pretty cool idea. id maybe insist players keep some points in reserve from the start, as they will likely have to replace ships after each battle. so does the damage from the battle just played carry over when u r rolling red/green dice for experience?

i guess having scenario objectives that r worth xp would be a good idea. kills would be worth xp but also clever/inventive tactics as well?

Yes, I forgot to mention that missions would have varying points available for deployment, somewhere in the 50-80 range, so players could keep and deploy reserves. Scenario objectives for extra green dice to distribute at the end of the game would be great as well.

Looks good. I am thinking about doing something similar along the lines of using experience points.

The idea is that each pilot need to get a number of experience points equal to five times current pilot skill (5* current PS) from participating in a battle. This is to prevent the Academy Pilot from getting their 1 Pilot Skill without being in a game.

Method of gaining experience was set as such:

1 XP for participating in a battle

1 XP for surviving the battle (fighter has at least one hull point left)

1 XP for hitting an enemy with a weapon, once per combination

1 XP per enemy destroyed (pilot must be the one to take the last hull point)

1 XP for getting hit in combat

Additional XP for completing mission and bonus objectives.

Example:

TIE Pilot "Max" (Pilot Skill 0) participates in a battle (+1 XP) against a Rebel force with two (2) X-wings and a Y-wing. AP scores one hit on a X-wing (+1 XP for hitting with laser cannons) and manages to take the last hull point on the Y-wing (+2 XP for hitting and destroying a fighter with a laser cannon). The AP also took two (2) point of damage (+1 XP for taking damage) during the fight but survives the battle (+1 XP for surviving). AP would receive 6 XP(1+1+2+1+1) and his Pilot score goes up to 2 (0 XP to get Pilot Skill 1, 5 XP to get to Pilot Skill 2), with 1 XP contributing to the next set (9 XP left to Pilot Skill 3).

Y-wing Pilot "Frank" (Pilot Skill 2) has a load out of two (2) proton torpedoes and an ion cannon. During the battle (+1 XP) Frank manages to hit a TIE fighter with the laser cannons (+1 XP) and destroyed with the ion cannon (+2 XP), hit a TIE advance with the ion cannon (+1 XP) and proton torpedo (+2 XP), and hit a TIE Bomber with laser cannon (+1 XP), ion cannon (+1 XP), and destroyed it with the last torpedo (+2 XP). Frank had his shields stripped but took no hull damage (no XP) and survives (+1 XP), leaving his Experience for this battle at 12 XP for this battle. Franks pilot skill goes from 2 to 3 with 2 XP left over (13 XP needed to 3).

TIE Pilot Max (Pilots Skill 4 with 12 XP) has been promoted to fly a TIE advance equipped with concussion missiles. In the next battle (+1 XP), he manages to hit an X-wing the laser cannon (+1 XP) and a concussion missile (+1 XP), an A-wing with the laser cannons (+1 XP), and a Y-wing with the laser cannons (+1 XP). Unfortunately, the Y-wing hits his fighter and destroys it with some proton torpedoes, forcing Max to eject. Though he survived, Max does not get any experience for the loss of his fighter. Max receives 5 XP and adds it to his 12 XP, resulting in 17 XP (3 XP needed for Pilot Skill 5)

Then, as a pilot get more experience and a higher pilot skill, I was considering some options for the characters to buy. The biggest one was the option to be able to pilot different star fighters, allowing them flexibility for each fighter. However, there is a minimum PS level that a pilot must get to before the pilot is allowed to fly another fighter.

What do you all think?

I I was drumming up campaign stuff today myself. I was going to have similar rules for advancing pilots who survive but require them to rebuy fighters that are blown. 1st mission is the same imperial or rebel and decides which star fighter you have available to start with (tie/interceptor/bomber/advanced or awing/ywing/Xwing/bwing). After intial mission determines your "ace" pilot you start with the base model of your ship + 25pts. You can buy other ships or upgrades to your squads. You can also just bank it all. 3 mission types: objective, battle, escape. Killed pilots roll PS Dodge vs difficulty of mission attack to see of they "survive". Any pilot can voluntarily fly off the map (except in escape scenarios) to stay alive but after your "third strike" you get the "cowardly" elite pilot talent until you complete 3 missions without flying off.

Yep, I got a good start and experience points are pretty well broken down by mission and used to improve along the spectrum like pts from the game (+1 PS is roughly worth 1pt just like the game). I'll post more should I ever get to run it. N

bumped/necroed

Random, fever-induced idea: Why not just start with lowest skill pilots on ships, 100 points, have each mission with objectives other than just deathmatch and you gain a certain amount of points you destroy in the mission as well as objectives you complete to use in upgrading ships in the next mission. balanced out of course, as we don't want a winning imperial squad to completely dominate the rebels the next mission like in Imperial Assault. boom. then you just spend a bit of time coming up with the objectives, give it an overall backstory depending on which side wins and end it with an epic battle.