I was wondering if anyone has integrated the X-wing game into playing any of the Star Wars RPGs. Using the figures is an obvious possibility, but has anyone tried integrating more of the game itself into your role playing campaign. It might lend itself more AR, but I bet you could find a way to use with EoE too.
Using X-Wing with RPG
We use the figures but stick to the rules for the RPG
in the next few weeks we're starting a campaign of EoE, I will chat with the game master about using X-Wing minis for the space combat portions.
Taking into consideration how quickly ships get destroyed, we might have to come up with rules for bailout procedures should a character's personal ship buy it out there among the rocks.
Either way I'll report back with the results.
I would tend to avoid it, unless you seriously up the pc's fighters' survivability so they won't die from a stray crit.
Edited by yoink101Yeah.. me and a buddy started working up some rules for a campaign. it's sorta a combo of both the SW RPG for the D20 ground and non space bits, and then the X-wing minis for the space combat portion of the game. This is what we have come up with so far:
STAR WARS X-WING MINI’S RPG CAMPAIGN
A long time ago, in a galaxy far, far away...
Points/XP:
(Think of experience as points for putting squadrons together).
One uncanceled hit on an enemy ship will count as one point
One uncanceled critical hit will count as two points earned.
When an enemy ship is destroyed, bonus XP will be merited appropriately between ships who caused the most damage, as well as who delivered the coup’ de grace.
Points will be awarded to players at the end of the mission based on personal performance, and whether or not the mission was a victory or defeat.
After a successful mission, experience will be gained for each player based on the mission’s difficulty, number of enemies destroyed, objectives completed, etc. However, in addition, there will be a "bonus pool" of experience that is shared by the whole party, that must be given to players before the start of the next mission. This bonus XP is designed to reward players for performing exemplary actions, such as the game-winning shot, coming to the rescue, self-sacrifice, etc.
Rest XP:
In addition to the player earned, and bonus XP there will be a "REST XP" pool for those players that did not, or could not play in that mission or missions.(This will be used by players, so they don’t fall behind the rest of the Squadron).
Ejecting:
During the course of a battle, a player’s ship may be destroyed. At the time of the ship’s destruction, the player whose ship is about to explode will roll one Evasion die, On a successful evasion roll the player will have successfully ejected. (Leave the Battle) By recovery ship. If the mission is an overall success, then that player will suffer no penalty and will be considered to have been picked up by friendly spacecraft.
FAILED ejection rolls will result in an XP penalty, The player still managed to eject, but suffered some serious wounds which will result in time spent in the Bacta Tanks (XP penalty).
The penalty will be calculated by the player who failed the ejection roll, to roll a six-sided die. The result is the penalty to be given. Failed ejection rolls may also result in physical injury to your character, which may be experienced during the d20 portion of the gameplay. For eg: your player’s right arm is injured for an RP mission, and it’s your dominant (weapon) hand. You will have to use your offhand that mission to shoot or melee, and your rolls will come at a penalty until you heal (usually a single mission).
Upgrading:
Players will have the option to upgrade their ships, and abilities from the Xp they have earned.
The cost of R2 units and torpedos will be the printed amount on the cards. Where it will be different is all players will start with pilot skill one , and they will be allowed to "upgrade’ their pilot skill by spending five points per pilot skill upgrade. (example, PS 1 using 10 points you upgrade to PS 3). Once a pilot reaches pilot skill 5 they are allowed to add an ability. (Think of Wedge Antilles card, where he can reduce the defence roll by one of enemy ships). At pilot skill Eight players can then add Elite pilot effects to their ships (example, adding the Medallion card type abilities such as Marksmanship, etc ).
Players can change their ship pilot ability before the mission begins by spending Five points.
Also, players are not restricted to flying X-wings. (Once the group gets the models) Players can swap out to an alternate ship. IE an A-wing, Y-wing , Tie Interceptor, Bomber, YT-1300. You get the point, based on the faction you are flying for. Imperials, or Rebels.
My league is homebrewing an RPG based on X-Wing. I'll keep you posted!
I did up some house rules a few weeks back.
We play tested, and everything worked great. The only thing. That needs some tinkering is the speed values of ships.