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
- 10pts for X Wing fighter
- 30pts for raising attack value to 2
- 15pts for raising defense value to 1
- 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