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Yet another Campaign thread


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#1 Sodapopj

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Posted 21 February 2013 - 05:23 AM

I do not want to clog the boards with another Campaign thread, but I feel I must. I was very inspired by the other threads, and I would like to thank them for starting my creative juices.Below is the basic ruleset for a campaign I am going to run in my area. There are things missing from the ruleset as I have not play tested the rules yet. Most glaringly I need a template for tracking pilots upgrading, and second I need Killpoint bonuses that take the different scenarios into account (most glaringly is the escort mission I was thinking you get on kill point for every hull point left on the shuttle if it escapes desperse them and you see fit).

 

X-wing Campaign

We all love the scope of the X-wing game. There is a sense of the cinematic inherent in the rule set. The only thing missing from the game is a rule set that allows you to grow your pilots organically. What I am trying to say is would it not be fun to watch your unnamed pilots make a name for themselves in the Galactic Civil war?

I have devised what I think is a fairly easy to manage and low upkeep experience system that will allow you to organically grow your non-unique pilots.

How it works:

You start just like you would with any other X-wing game deciding on an agreed upon points limit, and scenario with your opponent.

While you are playing a game of X-wing take note to who killed what. If your Red Squadron X-wing, or any other non-unique ship, shoots down your opponent’s ships mark it down as they just received one kill point.

Upgrading your ship:

For each Kill point your Pilot makes you may upgrade his ship in the following ways, but remember once a kill point is spent it is spent no takesies backsies:

  1. For each kill point a ship has you may increase that ships pilot skill by one
  2. For one kill Point you may add the Elite Pilot icon to the bar on your ship (one time only and only if the ship does not already have the icon)
  3. You may upgrade your ship permanently by using Kill points in place of squad points. Points spent in this manner do not count towards your squad point total.
    1. Eg. I have my Gold Squadron Pilot and he has amassed 5 Kill points. He will then be able to use those points to take an ion cannon and still cost only 18 points.
    2. IF you choose to upgrade you pilot using Kill points then you are stuck with that upgrade as long as you take that particular pilot. This shows that particular pilots affinity to that weapon/droid/modification/talent.
    3. IF you have upgraded a ship with squad points, for example I gave him a proton torpedo I am not stuck with this choice from game to game because this is more a
  4. I would also add the one proviso that non unique ships in your squadron may only buy ship modification cards i.e. Stealth device with Kill Points

Unique Characters and Ungrades:

Can I use Vader or Wedge? YES you can, although they do not use the upgrade system. Still it wouldn’t be Star wars without the great characters from the movies taking part. The proviso is this. You only get One Wedge if he dies you are S.O.L for the remainder of the campaign. So if you love your rebel poster boy, maybe it would not be such a good idea to send him into every dangerous situation around.

Unique Upgrades: If a pilot gets shot down with Artoo or something Similar then you have lost Artoo for the remainder of the campaign. In the case of upgrades that also have corresponding pilots you would lose both the pilot and the upgrade if either of them is destroyed.



#2 BigDogg

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Posted 21 February 2013 - 08:16 AM

I like how you have allowed unique characters to be included in the squads. Are you going to limit them to just one unique per build? R2-D2 is a cool droid but I tend to not think of him being unique, just rare. So it might be a bit harsh not to let him be used again. Granted he would have to be payed for again. One idea I'm toying with in my League is allowing droids to have multiple upgrades. So if you start with an R2 you can pay the cost of R2-D2 and add its ability to your droid. Droids could get expensive and have the possibility of being lost if you lose your ship. I would probably allow them to be ejected like the pilots.


  • Rebels: 5 X-wing, 3 Y-wing, 3 A-wing, 3 B-wing, 2 Hawk 290 and  a YT-1300
  • Imperial: 9 Tie fighters, 3 Advanced, 3 Interceoters, 2 Bombers, a Shuttle and Firspray 31

#3 Sodapopj

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Posted 21 February 2013 - 08:46 AM

I am having the ejection debate on another thread. I knew it would be the biggest hurdle or comment.

 

I have that rule in there for balance. All the upgrades are free so you can get some pretty strong characters if you allow them to cheat death. The more powerful they get I feel they will be less fun to go up against if they can cheat death. I am open to the idea, but I want to play it out and see if characters can get to a point where they are worth saving, or if they need a cheat death mechanic to get them to a point where they feel more unique.

I get the 'I don't wanna lose my favorite guy' point of veiw. As much as I think it would suck to lose your favorite dude it may be equally rewarding to finally take out that opposing ace and rid him from the universe. Now you're making head hunting squads, you're making defense squad to keep guys alive. My idea was to 'tweak' the basic game not build heroic characters.

 

 

 



#4 Sodapopj

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Posted 21 February 2013 - 08:53 AM

BigDogg said:

I like how you have allowed unique characters to be included in the squads. Are you going to limit them to just one unique per build?

Think of your pilots as a roster. Every player gets a complete roster for the faction of their choosing. Once a unique is destroyed he is done for the campaign, so use them wisely.

R2-D2 is a cool droid but I tend to not think of him being unique, just rare. So it might be a bit harsh not to let him be used again. Granted he would have to be payed for again. One idea I'm toying with in my League is allowing droids to have multiple upgrades. So if you start with an R2 you can pay the cost of R2-D2 and add its ability to your droid. Droids could get expensive and have the possibility of being lost if you lose your ship.

I get your point. I see R2 a bit differently, I see him as a unique personality, but I think it boils down to a metaphysical/epistomological debate lol. The reason I have the rules as it is is to focus more on the generic cards. Players will have to use their clutch cards wisely as you only get one and they have to take a look at the roads less travelled for squad designs. I am open to maybe being less ridgid about upgrades that are not also pilots, but I think a few weeks of play testing will show if I need to tweek it.



#5 Sodapopj

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Posted 21 February 2013 - 08:54 AM

BigDogg said:

I like how you have allowed unique characters to be included in the squads. Are you going to limit them to just one unique per build?

Think of your pilots as a roster. Every player gets a complete roster for the faction of their choosing. Once a unique is destroyed he is done for the campaign, so use them wisely.

BigDogg said:

R2-D2 is a cool droid but I tend to not think of him being unique, just rare. So it might be a bit harsh not to let him be used again. Granted he would have to be payed for again. One idea I'm toying with in my League is allowing droids to have multiple upgrades. So if you start with an R2 you can pay the cost of R2-D2 and add its ability to your droid. Droids could get expensive and have the possibility of being lost if you lose your ship.

I get your point. I see R2 a bit differently, I see him as a unique personality, but I think it boils down to a metaphysical/epistomological debate lol. The reason I have the rules as it is is to focus more on the generic cards. Players will have to use their clutch cards wisely as you only get one and they have to take a look at the roads less travelled for squad designs. I am open to maybe being less ridgid about upgrades that are not also pilots, but I think a few weeks of play testing will show if I need to tweek it.

 






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