1st attempt at creating a campaign with created pilots feature. Feed back welcomed

By BiggEazy45, in X-Wing

Anyone who has grown up watching the Star Wars movies has once in their life time dreamed they could pilot an X-Wing fighter or a Tie Fighter,the Millennium Falcon or Slave 1. Fly beside Wedge or Battle with Lord Varder, well now you can.

Pilot Creation: Pilot Points

Each player starts the campaign with 60 pilot points. These pilot points are used to purchase the ship you wish to pilot; your pilots attack value and defense value, as well as your pilot’s initiative. The first step into your pilot’s legacy is choosing a ship.

Ships:

Every pilot’s legacy starts with a good ship. Star Wars X Wing miniatures has a vast array of ship choices, from the smaller nimble fighter to the heavy freighter. Each ship has a base value cost that you must pay in order to pilot. Below are Base values cost that your pilot must pay to play.

Single Base Ships = 10 pilot points. (Select specific ships generic card to represent your rookie status)

Double Base Ships = 20 pilot points. (Select specific ships generic card to represent your rookie status)

The next step is to figure out how good of an attacker your pilot is going to be.

Primary Weapon Value:

Base Primary Weapon Value (PWV) for a new pilot starts at 0 value. Advancing the (PWV) follows a simple formula. 10 pilot points X the level being purchase. (10x level = total points to spend)

Example:

Starting out a new pilot the (PWV) is set at 0. In order to advance the (PWV) from 0 to 1 you must spend 10 pilot points and multiply it by the new level you wish to buy which is 1. (10x1=10pts)

If you wish to purchase more than one (PWV) level at the start of your character creation, then you must purchase each level individually. You wish to advance the (PWV) from 0 to 2 bypassing 1 altogether. In order to do this you must spend 10 pilot points multiplied by level1 equaling 10pts. Then add it to 10 pilot points multiplied by level 2 equaling 20pts. (10x1=10pts + 10x2=20pts = 30pts) resulting in the point cost of 30pts making your pilots (PWV) a 2

The third step is to calculate how good your pilot is going to be at evading incoming attacks

Agility Value:

Base Agility Value for a new pilot starting out is 0. Advancing the Agility Values follows the same simple formula except for one difference the point value is 15 pilot points instead of 10 pilot points. 15 pilot points X the level being purchase. (15x level= total points to spend)

Example:

Starting out a new pilot the Agility Value is set at 0. In order to advance the Agility Value from 0 to 1 you must spend 15 pilot points and multiply it by the new level you wish to buy which is 1. (15x1=15pts)

If you wish to purchase more than one attack level at the start of your character creation, then you must purchase each level individually. You wish to advance the Agility Value from 0 to 2 bypassing 1 altogether. In order to do this you must spend 15 pilot points multiplied by level1 equaling 15pts. Then add it to 15 pilot points multiplied by level 2 equaling 20pts. (15x1=15pts + 15x2=30pts = 45pts) resulting in the point cost of 45pts making your pilots Agility Value a 2.

Now that you have your ship picked out and determined your Primary Weapon Value and Agility Value, the next step is your pilot’s skill value which determines his order in combat.

Pilot’s Skill Value:

The Created Pilot starts out with a base Pilot’s Skill Value of 1 for the beginning. Advancing the (PSV) follows this simple formula, 5 pilot points X level being purchased (5x level =new initiative value) equals the new (PSV). As stated before each level must be purchased individually.

Example:

Starting out a new pilot the (PSV) is set at 1. In order to advance the (PSV) from 1 to 2 you must spend 5 pilot points and multiply it by level you wish to buy which are 2. (5x2=10pts). Furthermore if wish to advance the (PSV) value from 1 to 3 bypassing 2 altogether, you must spend 5 pilot points multiplied by level2 equaling 10pts. Then add it to 5 pilot points multiplied by level 3 equaling 15pts. (5x2=10pts + 5x3=15pts = 25pts) resulting in the point cost of 25pts

The finale step is to put everything together and see how good of a pilot you are going to be.

Squad Point Cost:

Once you have made your adjustment it’s now time to calculate your pilots squad point cost used in building forces. It’s a very simple step, take the ships base value (Single Base =10, Double Base = 20) and add the new initiative value with your new attack value plus your new defensive value to get your new pilot’s squad point cost value.

Example:

A player has created a new pilot to play in a campaign. He spent his 60 pilot points as follows

  1. 10pts for X Wing fighter
  2. 30pts for raising attack value to 2
  3. 15pts for raising defense value to 1
  4. 10pts for raising initiative value to 2

This leaves him with 5 pilot points that he can save for later for further upgrades to his pilot. Now he calculates the value of his new pilot. 10pts for X Wing Fighter + 2 Attack value + 1 Defensive value + 2 for Initiative value = 15pts. This is the value of the new pilot’s squad point cost that is found in the bottom right hand corner of the pilot’s card.

Upgrading your Pilot:

While campaigning threw the depths of space your pilot is going to become sharper, more responsive on the controls and develop a killer instinct. In order to do this your pilot is going to have to complete missions and tally up them kills on them bogies.

Mission:

Missions are determined randomly by the roll of a die. Further Information can be found in the Campaign Set Up and Rules below.

Kills:

Every kill performed by your created pilot racks up pilot points that can be used in the above formula’s to upgrade their pilots stats. Each ship has a different value tied to them making them more or less enticing. Below is the value of such ships.

Single Base Generic Pilot: 1 pilot point

Single Base Named Pilot: 2 pilot points

Double Base Generic Pilot: 3 pilot points

Double Base Named Pilot: 4 pilot points

Decorated Officer:

After you have 5 victories under your belt, your faction will award you with a medal of honor. This medal allows your pilot to now use one pilot upgrade card marked with the medal symbol on the back side of the card.

Campaign Set Up and Rules:

The definition of Campaign is a series of military operations intended to achieve a particular objective, confined to a particular area, or involving a specified type of fighting. To set up your Star Wars X Wing miniatures campaign you are going to need a pencil and a sheet of paper. The next step is to determine the level of play that you wish to execute. There are three levels of campaigning, Novice, Expert, and Legendary.

Novice:

To play a Novice campaign you will first need a battle map to conquer. Take a piece of paper and draw three circles randomly on it. These three circles will represent the planets that your faction is looking to win (If you want a more detailed and rich campaign feel free to name the planets yourself or use planets from Star Wars mythology). Determining who goes first is simple it’s the faction with the highest Pilot’s Skill Value. (In case of a tie you will each roll 3 attack die, person with the highest results will go first. If still tied Empire trumps all and goes first.)

This faction will now choose the planet that they wish to fight and win for their faction. In order to do this several factors will need to be determined by rolling a die and comparing the results to the charts below. Once the parameters have been determined, the two factions will battle for the rights of the planet.

After the battle has been determined the next player will choose his planet he wishes to fight for (Once a planet has been won by a faction that planet is off limits to opposing faction.) This back and forth will continue until one faction owns the majority of the planets on the map (Novice is 3 Planets first person to win 2 planets wins the Campaign.).

Choosing a planet to win and Losing:

This is bound to happen in a game such as X Wing Miniatures battle where a faction is attempting to conquer a planet and is instead defeated by its defending forces. In this circumstance the planet will not be won by the attacking faction instead remains neutral on the board moving to the next factions turn. If that faction decides that it wishes to attack the same planet that it just defended it gets a bonus to its squad points determined by a random die roll and comparing it to the chart below.

Experienced:

To play an experienced campaign you will first need a battle map to conquer. Take a piece of paper and draw seven circles randomly on it. These seven circles will represent the planets that your faction is looking to win (If you want a more detailed and rich campaign feel free to name the planets yourself or use planets from Star Wars mythology). Determining who goes first is simple it’s the faction with the highest Pilot’s Skill Value (In case of a tie you will each roll 3 attack die, person with the highest results will go first. If still tied Empire trumps all and goes first.).

This faction will now choose the planet that they wish to fight and win for their faction. In order to do this several factors will need to be determined by rolling a die and comparing the results to the charts below. Once the parameters have been determined, the two factions will battle for the rights of the planet.

After the battle has been determined the next player will choose his planet he wishes to fight for (Once a planet has been won by a faction that planet is off limits to opposing faction.) This back and forth will continue until one faction owns the majority of the planets on the map (Experienced is 7 Planets first person to win 4 planets wins the Campaign.).

Choosing a planet to win and Losing:

This is bound to happen in a game such as X Wing Miniatures battle where a faction is attempting to conquer a planet and is instead defeated by its defending forces. In this circumstance the planet will not be won by the attacking faction instead remains neutral on the board moving to the next factions turn. If that faction decides that it wishes to attack the same planet that it just defended it gets a bonus to its squad points determined by a random die roll and comparing it to the chart below.

LEGENDARY:

The way a true diehard Star Wars fan plays the game. To play a legendary campaign you will first need a battle map to conquer. Take a piece of paper and draw 17+circles randomly on it (If you chose more than 17 for your planet total make sure that the number of planets is an Odd number). These circles will represent the planets that your faction is looking to win (If you want a more detailed and rich campaign feel free to name the planets yourself or use planets from Star Wars mythology). Determining who goes first is simple it’s the faction with the highest Pilot’s Skill Value (In case of a tie you will each roll 3 attack die, person with the highest results will go first. If still tied Empire trumps all and goes first.).

This faction will now choose the planet that they wish to fight and win for their faction. In order to do this several factors will need to be determined by rolling a die and comparing the results to the charts below. Once the parameters have been determined, the two factions will battle for the rights of the planet.

After the battle has been determined the next player will choose his planet he wishes to fight for (Once a planet has been won by a faction that planet is off limits to opposing faction.) This back and forth will continue until one faction owns the majority of the planets on the map (Legendary is 17+ Planets first person to win over all majorities of planets wins the Campaign.).

Choosing a planet to win and Losing:

This is bound to happen in a game such as X Wing Miniatures battle where a faction is attempting to conquer a planet and is instead defeated by its defending forces. In this circumstance the planet will not be won by the attacking faction instead remains neutral on the board moving to the next factions turn. If that faction decides that it wishes to attack the same planet that it just defended it gets a bonus to its squad points determined by a random die roll and comparing it to the chart below.

Campaign Charts:

These are the charts used to set up how your faction wins the rights to a planet.

Planets Battle Parameter Chart:

Attacking faction rolls an attack die and compares results below

Attack Die: Blank

Planet sides with factions, faction wins planet

Attack Die: Hit

Mission: See mission chart to determine mission

Attack Die Critical Hit

Dog Fight: See Dog Fight chart to determine points

Mission Chart

Faction rolls a D6 and compares results below

D6: #1

Political Escort (found on pg. 22 of rule book)

D6: #2

Asteroid Run (found on pg. 23 of rule book)

D6: #3

Dark Whispers (found on pg. 24 of rule book)

D6: #4

Den of Thieves (found on pg. 3 of Millennium Falcon expansion book

D6: #5

Preystalker (found on pg. 3 of Slave 1 expansion book

D6: #6

Players Choice (player chooses from the above mission list of mission to execute.

Dog Fight Chart:

Attacking faction rolls an attack die and compares the result below

Attack Die: Blank

Squad Points = 100pts

Attack Die: Hit

Squad Points = 150pts

Attack Die: Critical Hit

Squad Points = Attackers Choice

The chart below is used to determine the bonus awarded to a faction that has previously defended a planet and is now choosing to try and win the same planet. Roll an attack die and compare the results to the chart below.

Faction’s Defensive Stand Bonus Chart:

Attack Die: Blank

Defender get -10pts to its Squad Points total

Attack Die: Hit

Attacker gets +20pts to its Squad Points total

Attack Die: Critical Hit

Attacker gets +20pts and Defender gets -10pts to its Squad Point totals

Ok, I see a few issues that I feel need to be addressed in the pilot creation section.

First, your example, the Math is wrong. You've spent 65 points, not 55.

Second, there are some balance issues here, since the formula doesn't take into account movement dials or firing arcs. A Falcon and a Shuttle will cost the same amount of points, where the shuttles has a 360* firing arc and a great dial and the shuttle has a terrible dial and an 82* firing arc. Why would anyone take the HWK-290 when they can take the A-Wing, as another example?

Further, there seems to be no way to get other uprades, such as system or astromech upgrades. Some ships (coughshuttlecough) need upgrades to be viable.

There don't seem to be enough points to go around. If you want a large base ship (20 Points) you now have 40. Upgrade the Primary weapon to 1 (10 points) and the evade value to 1 (15 points) you have 5 points left. You may have 10 hit points, but you'll never be able to hurt anyone else.

Without taking dials and special abilities into account, not only is the system not balanced, it is inherently unbalancable.

I would recommend that you start the Primary Weapon value and Evade value at 1. This will ensure that every ship has something.

As for upgrades, you need to make sure you can balance those. I might choose to leave my primary weapon value at 0 and buy a Heavy Laser Cannon for cheap otherwise.

I agree 100% with Sable.

I would also add, that it seems odd to me that agility costs more to increase than the attack value, since attack is inherently better than agility.

What about hull/shields? so I take a B-Wing and get 3 hull 5 shields for free and then can upgrade the attack/agi? Why on earth would you ever take a TIE?

Like many "build your own pilot" systems, this seems to have a lot of issues. I would be more inclined to use the points costs that are on the existing pilots/cards and go from there as opposed to starting with a "base" and going from there. For example, You start with X Points (lets just say 50) and can buy whatever you want that currently exists within the normal points/limitations. From there, you play and can buy more ships/upgrades or upgrade your existing ships by paying the cost or difference in cost in the case of upgrading pilots. Something like that.

Two realy good points made, you guys have given me a few things to work on thanks for the feed back

I'm curious why firepower is linked to the pilot.. when it should be tied to the ship.. pilot has no bearing on the damage of the weapons.. just struck me as odd...

Are there any other campaign type rules such as this out there. Would love to see them.

I've found that using the basic ships stats and having pilots upgrade with cards, unique pilot abilities, and pilot skill has worked really well for a couple of short term games. We generally have ps cost a cumulative point per level. Upgrade cards cost face value and single use secondary weapons are kept for each encounter. Another option is to do them like attack wing where you take an action to return a single use secondary weapon after it was used.

Unique pilot abilities (like luke's, vader's, or wedges) cost anywhere between 3 and five points and require that a pilot have the pilot skill level of the pilot who originally had it. Pilots can only have one ability and we allow them to have up to two elite pilot skills. This leads to having very powerful pilots, but it works well for a multiple session, long term, objective based game.

Are there any other campaign type rules such as this out there. Would love to see them.

There are my "Galactic Civil War" campaign rules adapted from the Babylon 5 A Call to Arms system. You can download them here. Note that they are a work in process, and we are fine tuning things as the campaign progresses.

I adapted and expanded the pilot improvement system first proposed by Will on Team Covenant. You start with mostly generic pilots, and they earn XP for paricipating in battles and shooting down enemy ships. XP can be spent on improvements including pilot skill, adding an Elite Pilot Talent upgrade slot and adding a pilot ability (taken from EPT and generic crew cards). Pilots can also qualify to fly different classes of ships.

Cheers bud, downloading now.

Ok so a few days ago I posted some campaign rules ideals. I got some very good insight and thoughts so I took some time and and reworked what I had and hopfully fixed the problems. I am posting the first half involving pilot creation as I am still reworking the campaign part. As I said last time please let me know what you think.

Campaign Rules 2.0

Pilot Creation: Pilot Points

Each player starts the campaign with 60 pilot points. These pilot points are used to purchase your pilots Primary Weapon Value, Agility Value, as well as Pilot Skill Value. The first step into your pilot’s legacy is choosing a ship.

Ships:

Every pilot’s legacy starts with a good ship. Star Wars X Wing miniatures has a vast array of ship choices, from the smaller nimble fighter to the heavy freighter. Selecting the ship you wish to pilot is the first step. To do this select the generic card of the ship you will be piloting. Set the Primary Weapon Value, Agility Value, and Pilot Skill Value to 1. Then with your starting 60 pilot points you can upgrade the values of Primary Weapon, Agility, and Pilot’s Skill Values.

Primary Weapon Value:

Base Primary Weapon Value (PWV) for a new pilot starts at 1. Advancing the (PWV) cost 10 pilot points x the pilots new (PWV).

Example:

Starting out a new pilot the (PWV) is set at 1. In order to advance the (PWV) from 1to 2 you must spend 10 pilot points and multiply it by the new (PWV) you wish to attain. (10 x 2 (2= the new {PWV} = 20 pilot points.). If you wish to go from a (PWV) of 1 to 3 then you would follow the same formula (10x 3(3= the new {PWV} = 30 pilot points). The formula is the same throughout your pilot’s campaign.

Agility Value: (AV)

Base Agility Value (AV) for a new pilot starts at 1. Advancing the (AV) cost 10 pilot points x the pilots new (AV).

Example:

Starting out a new pilot the (AV) is set at 1. In order to advance the (AV) from 1to 2 you must spend 10 pilot points and multiply it by the new (AV) you wish to attain. (10 x 2 (2= the new {AV} = 20 pilot points.). If you wish to go from a (AV) of 1 to 3 then you would follow the same formula (10x 3(3= the new {AV} = 30 pilot points). The formula is the same throughout your pilot’s campaign.

Pilot’s Skill Value: (PSV)

Base Pilot’s Skill Value (PSV) for a new pilot starts at 1. Advancing the (PSV) cost 5 pilot points x the pilots new (PSV).

Example:

Starting out a new pilot (PSV) is set at 1. In order to advance the (PSV) from 1to 2 you must spend 5 pilot points and multiply it by the new (PSV) you wish to attain. (5 x 2 (2= the new {PSV} = 10 pilot points.). If you wish to go from a (PSV) of 1 to 3 then you would follow the same formula (5x 3(3= the new {PSV} = 15 pilot points). The formula is the same throughout your pilot’s campaign.

Squad Point Cost:

Once you have made your adjustment it’s now time to calculate your pilots squad point cost used in building forces, it’s a very simple step. A Single Base Ship such as an X Wing’s value is 10; A Double Base Ship such as Slave 1’s value is 20. Add the new (PWV), (AV), and the (PSV) values to your ships base value to get your Squad Point Cost.

Example:

A player has created a new pilot to play in a campaign. He spent his 60 pilot points as follows

  1. Adds +1 to Primary Weapon Value (PWV) raising it from the base of 1 to 2, spends 20 pilot points
  2. Adds + 2 to Agility Value (AV) raising it from the base of 1 to 3, spends 30 pilot points
  3. Adds + 2 to Pilots Skills Value (PSV) raising from the base of 1 to 3, spends 10 pilot points
  4. Player decides he wants to fly and X-Wing which is a single base ship making the base value 10 adds in his (PWV) which is now 2 (10+2=12), now adds in (AV) (12+3 = 15), lastly adds in (PSV) (15+3 =18).
  5. Squad Point Cost for your pilot is 18.

Upgrading your Pilot:

While campaigning threw the depths of space your pilot is going to become sharper, more responsive on the controls and develop a killer instinct. In order to do this your pilot is going to have to complete missions and tally up them kills on them bogies.

Earning Pilot Point’s via Kills:

Every kill performed by your pilot racks up pilot points that can be used in the above formula’s to upgrade your pilots stats. Each ship has a different value tied to them making them more or less enticing. Below is the value of such ships.

Single Base Generic Pilot: 1 pilot point

Single Base Named Pilot: 3 pilot points

Double Base Generic Pilot: 2 pilot points

Double Base Named Pilot: 5 pilot points

Earning Pilot Point’s via Mission:

Every mission that you succeed in completing earns you 5 pilot points that can be used in the above formula to upgrade your pilot stats.

Ship upgrades:

Adding upgrades will be based on the amount of kills your pilot is able to attain (A “Kill” is defined as your pilot eliminating an opposing ship from field of play). For every 5 kills that your pilot completes you earn one ship upgrade corresponding with your ship type found on the list below. For every 15 kills that your pilot completes you earn a “Medal of Honor” which allows you to add and elite talent card to your ship (Elite talent cards are marked with a Medal Symbol on the back).

Ship Upgrade List:

Rebel Alliance:

A Wing: 2 Proton Torpedo, 2 Elite talents,

B Wing: 2 Proton Torpedo’s, 2 Cannon Weapon’s, 1 System upgrade, 2 Elite talents

Y Wing: 2 Proton Torpedo’s, 1 Bomb/ Mine, 1 Droid, 1 Turret, 2 Elite talents

X Wing: 2 Proton Torpedo’s, 1 Droid, 3 Elite talents

HWK 290: 1 Proton Torpedo, 1 Turret, 2 Crew, 2 Elite talents

YT-1300: 3 Crew, 1 Rocket, 1 Turret, 2 Elite talents

Galactic Empire:

TIE Advanced: 2 Rocket, 2 Elite talents

TIE Bomber: 2 Bombes/Mines, 2 Rockets, 2 Proton Torpedo’s, 2 Elite talents

TIE Fighter: 3 Elite talents

TIE Interceptor: 3 Elite talents

Firespray 31: 1 Rockets, 1 Crew, 1 Bomb, 2 Cannons, 2 Elite talents

Lambda Class Shuttle: 2 Crew, 2 Cannons, 2 System upgrades, 1 Elite talent

Nice to see you still working on this.

I have to say though, I still think this is rather unbalanced. I'm not sure tying the evade and attack dice to the pilot instead of the ship is the way to go. It doesn't make sense thematically and it doesn't really seem balanced in the campaign. The only way I can really see around this is to approach character creation in a new way.

Instead of working from scratch, here's my recommendation.

Develop a point cost list for every ship in the game. Perhaps you take the lowest PS of each craft. If it is PS2 or higher, remove one point for each PS above 1. (So, X-Wing's cheapest pilot is Rookie Pilot at 21 points. His PS is 2. Minus one to the cost and you get 20). That gives you the initial cost of the craft. The craft comes with the standard attack, evade, shields, hull, and upgrade slots for that ship.

Now, you get 60 points to start. After buying your craft, you may increase any value on the initial craft by one. 15x new value for weapons, 10x value for evade, 15x value for shields, 10x value for hull. (I swapped the values for weapon and evade, since the attack die is objectively better than the evade die).

You may also increase your PS at 5 points per rank, up to rank 6. (Characters may increase that later).

You may also spend 10 points to acquire any unique pilot skill from any unique pilot in the game that has the same or lower PS. (If you previously had a pilot skill, you may replace it with a new one for 5 points).

You may spend 4 times the point cost of any upgrade card your craft can carry to get an upgrade. So, an R2 Astromech would be 4 points but R2D2 would be 16. Hull upgrade would be 12 points but would stack with purchasing up the hull in the previous section.

I'm just roughing out the numbers here, but I think this is a better way to approach this.

Taking some things you discussed into account I have posted 2.5 version feel free to add ideas and thoughts to it please

Edited by BiggEazy45

Campaign Rules 2.5

Pilot Creation: Pilot Points

Each player starts the campaign with 60 pilot points. These pilot points are used to purchase your pilots ship he wishes to fly and increase his Pilots Skill Value. The first step into your pilot’s legacy is choosing a ship.

Ships:

Every pilot’s legacy starts with a good ship. Star Wars X Wing miniatures has a vast array of ship choices, from the smaller nimble fighter to the heavy freighter. The first thing that you must do is purchase the ship that you wish to pilot with your 60 pilot point’s. Each ship has its own unique value listed in the charts below.

Rebel Alliance Ship Choices Pilot Point Cost / Ships Base Value

A Wing

16 Pilot Points

B Wing

20 Pilot Points

Y Wing

16 Pilot Points

X Wing

19 Pilot Points

HWK 290

14 Pilot Points

YT 1300

26 Pilot Points

Galactic Empire Ship Choices Pilot Point Cost /Ships Base Value

TIE Advanced

19 Pilot Points

TIE Bomber

14 Pilot Points

TIE Interceptor

17 Pilot Points

TIE

11 Pilot Points

Firespray 31

27 Pilot Points

Lambda Class Shuttle

19 Pilot Points

The ship that you have purchased will use the generic card of that ship. It will start out with 1 ship upgrade in the upgrade slot (upgrade of your choice) and no unique pilot skill. After your purchase the next thing is to increase your Pilot’s Skill Value which indicates the level of pilot that you are.

Pilot’s Skill Value: (PSV)

Base Pilot’s Skill Value (PSV) for a new pilot starts at 0. Advancing the (PSV) cost 10 pilot points x the pilots new (PSV).

Example:

Starting out a new pilot (PSV) is set at 0. In order to advance the (PSV) from 0to 1 you must spend 10 pilot points and multiply it by the new (PSV) you wish to attain. (10 x 1 (1= the new {PSV} = 10 pilot points.). If you wish to go from a (PSV) of 0 to 2 then you would follow the same formula (10x 2(2= the new {PSV} = 20 pilot points). The formula is the same throughout your pilot’s campaign.

Squad Point Cost:

Once you have spent your pilot point on your new created pilot it’s now time to calculate your pilots squad point cost value used in building your squad. This is a very simple step, take your ships starting point cost / base value and add it to your (PSV) value to get your Squad Point Cost.

Example:

A player has created a new pilot to play in a campaign. He spent his 60 pilot points as follows

  1. Purchased a B Wing fighter for 20 pilot points (Leaving you with 40 points)
  2. Purchased 4 ranks in his Pilots Skill Value making it a 4 (Spending the remaining 40points)
  3. Squad Point Cost for new pilot is 24

Upgrading your Pilot:

Now that you have chosen your ship and complete your pilot, it is now time to campaign. During the course of your campaign you are going to improve your Pilot as well as upgrade his ship most likely making him the most dominate pilot on the battlefield. There are several ways to do this through Earning Pilot Point’s and Tallying up kills.

Earning Pilot Point’s via Kills:

Every kill performed by your pilot racks up pilot points that can be used in the above formula to upgrade your pilots stats. Each ship has a different value tied to them making them more or less enticing. Below is the value of such ships.

Single Base Generic Pilot: 1 pilot point

Single Base Named Pilot: 3 pilot points

Double Base Generic Pilot: 2 pilot points

Double Base Named Pilot: 5 pilot points

Earning Pilot Point’s via Mission:

Every mission that you succeed in completing earns you 5 pilot points on top of kills earned during the mission that can be used in the above formula to upgrade your pilot stats.

Ship upgrades:

Adding upgrades will be based on the amount of kills your pilot is able to attain (A “Kill” is defined as your pilot eliminating an opposing ship from field of play). For every 5 kills that your pilot completes you earn one ship upgrade corresponding with your ship type found on the list below. For every 15 kills that your pilot completes you earn a “Medal of Honor” which allows you to add and elite talent card to your ship (Elite talent cards are marked with a Medal Symbol on the back).

Ship Upgrade List:

Rebel Alliance:

A Wing: 2 Proton Torpedo, 2 Elite talents,

B Wing: 2 Proton Torpedo’s, 2 Cannon Weapon’s, 1 System upgrade, 2 Elite talents

Y Wing: 2 Proton Torpedo’s, 1 Bomb/ Mine, 1 Droid, 1 Turret, 2 Elite talents

X Wing: 2 Proton Torpedo’s, 1 Droid, 3 Elite talents

HWK 290: 1 Proton Torpedo, 1 Turret, 2 Crew, 2 Elite talents

YT-1300: 3 Crew, 1 Rocket, 1 Turret, 2 Elite talents

Galactic Empire:

TIE Advanced: 2 Rocket, 2 Elite talents

TIE Bomber: 2 Bombes/Mines, 2 Rockets, 2 Proton Torpedo’s, 2 Elite talents

TIE Fighter: 3 Elite talents

TIE Interceptor: 3 Elite talents

Firespray 31: 1 Rockets, 1 Crew, 1 Bomb, 2 Cannons, 2 Elite talents

Lambda Class Shuttle: 2 Crew, 2 Cannons, 2 System upgrades, 1 Elite talent

Campaign Set Up and Rules:

The definition of Campaign is a series of military operations intended to achieve a particular objective, confined to a particular area, or involving a specified type of fighting. To set up your Star Wars X Wing miniatures campaign you are going to need a pencil and a sheet of paper. The next step is to determine the level of play that you wish to execute. There are three levels of campaigning, Novice, Expert, and Legendary.

Novice:

To play a Novice campaign you will first need a battle map to conquer. Take a piece of paper and draw five circles randomly on it. These five circles will represent the planets that your faction is looking to win (If you want a more detailed and rich campaign feel free to name the planets yourself or use planets from Star Wars mythology). Empire goes first in selecting which planet they wish to win. Rebels goes second, and the order repeats itself until the campaign is complete.

On your turn your faction will now choose the planet that they wish to fight and win. In order to do this several factors will need to be determined, will the battle be a dog fight for the planet, or is there a pressing mission needed to be completed for the planet. In order to figure all this out, the attacking faction will start off by rolling a single red attack die. After you have done this compare the results to the “Planet Battle Parameter Chart” below.

At the end of the battle the next player will choose the planet he wishes to fight for (Once a planet has been won by a faction that planet is off limits to opposing faction.) This back and forth will continue until one faction owns the majority of the planets on the map

Experienced:

The rules for and Experienced Campaign are the same as the above for the Novice. The only difference is the size of the Campaign map. In an Experienced play through the planet total is 15 planets not 5. This makes for a much longer play through with a greater chance to build up your created pilot and make him more of an elite pilot.

LEGENDARY: The way a true diehard Star Wars fan plays the game.

The rules for Legendary Campaign are the same as the above for the Novice. The only difference is the size of the Campaign map. In a Legendary play through the planet total is 25 + planets not 5. This makes for an extremely long play through with a greater chance to build up your created pilot and make him more of an elite pilot.

Choosing a planet to win and Losing:

This is bound to happen in a game such as X Wing Miniatures battle, where a faction is attempting to conquer a planet they selected and is instead they fail and are defeated by its defending forces. In this circumstance the planet will not be won by the attacking faction, instead the planet remains neutral on the board ending that attacking faction turn, moving to the next factions turn. If that faction decides that it wishes to attack the same planet that it just defended on its following turn, it gets a bonus to its squad points determined by a random die roll and comparing it to the chart below.

Campaign Charts:

These are the charts used to set up how your faction wins the rights to a planet.

Planet Battle Parameters

Attack Die: Blank

Planet that was chosen sides with the factions and that faction wins the planet.

Attack Die: Hit

A mission is required to be won by attacking faction. (See “Mission Chart” below)

Attack Die: Critical Hit / Focus

The two faction’s meet in space in a dog fight for the planet. (See “Dog Fight Chart” below)

Mission Chart

Attack Die: Blank

Defenders Choice

Attack Die: Hit (Reroll Attack Die: Blank= Mission 1, Hit= Mission 2, Crit Hit/ Focus= Mission 3)

Mission 1: Political Escort- Mission 2: Asteroid Run - Mission 3: Dark Whispers

Attack Die: Critical Hit / Focus (Reroll Attack Die: Blank= Mission 4, Hit= Mission 5, Crit Hit/ Focus = Mission 6)

Mission 4: Den of Thieves -Mission 5: Preystalker – Mission 6: Undeniable Assets

Dog Fight Chart:

Attack Die: Blank / Focus

Squad Build Total = 100 Squad Points

Attack Die: Hit

Squad Build Total = 200 Squad Points

Attack Die: Critical Hit

Squad Build Total = Attackers Choice

The chart below is used to determine the bonus awarded to a faction that previously defended a planet and is now choosing to try and win that same planet. Roll an attack die and compare the results to the chart below.

Faction’s Defensive Stand Bonus Chart:

Attack Die: Blank

The defending faction’s Squad Build Total will be 10pts less than the attacking faction for this battle.

Attack Die: Hit

The attacking faction’s Squad Build Total will be 20pts more than the defending faction for this battle.

Attack Die Critical Hit

The attacking faction’s Squad Build Total will be 20pts more than the defending faction, and the defending faction’s will be 10pts less for this battle.

Edited by BiggEazy45

Nice to see you still working on this.

I have to say though, I still think this is rather unbalanced. I'm not sure tying the evade and attack dice to the pilot instead of the ship is the way to go. It doesn't make sense thematically and it doesn't really seem balanced in the campaign. The only way I can really see around this is to approach character creation in a new way.

Instead of working from scratch, here's my recommendation.

Develop a point cost list for every ship in the game. Perhaps you take the lowest PS of each craft. If it is PS2 or higher, remove one point for each PS above 1. (So, X-Wing's cheapest pilot is Rookie Pilot at 21 points. His PS is 2. Minus one to the cost and you get 20). That gives you the initial cost of the craft. The craft comes with the standard attack, evade, shields, hull, and upgrade slots for that ship.

Now, you get 60 points to start. After buying your craft, you may increase any value on the initial craft by one. 15x new value for weapons, 10x value for evade, 15x value for shields, 10x value for hull. (I swapped the values for weapon and evade, since the attack die is objectively better than the evade die).

You may also increase your PS at 5 points per rank, up to rank 6. (Characters may increase that later).

You may also spend 10 points to acquire any unique pilot skill from any unique pilot in the game that has the same or lower PS. (If you previously had a pilot skill, you may replace it with a new one for 5 points).

You may spend 4 times the point cost of any upgrade card your craft can carry to get an upgrade. So, an R2 Astromech would be 4 points but R2D2 would be 16. Hull upgrade would be 12 points but would stack with purchasing up the hull in the previous section.

I'm just roughing out the numbers here, but I think this is a better way to approach this.

I see what your are saying and that makes a lot of sense. I will continue to tweek this until it is balanced and play worthy. I feel that this is what the X Wing game needs a way to campaign play.

Unique Pilot Skill can be earned after you have tallyed 20 kills. The Unique Pilot Skill may be selected from any unique pilot on the same faction.