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Englishpete

Custom League Pilot Roster

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We are playing in a league at my local game store where you fly one ship each on missions as a group. Everyone starts in a PS1 A-Wing and can then upgrade PS, skills, upgrades, etc based on credits and Victory points. You can also pay VP's to change ships. (I'm saving for a B-Wing upgrade)

 

Anyway I made this custom roster for recording my pilot. The first number is the total gained, the second the total available to use. When printed, the upgrade card slots will allow one card to cover it. The actual cards available to chose from will be listed under each type. When we change ships, I'll change the pilot card to reflect that as well as the upgrade slots to match those on the ship. That's it. Pretty simple record sheet

 

10260539443_8befd76dc4_c.jpg

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I like the idea!!! You could even make a rebel and imperial sheet and do like a 4 player team match 2 rebs 2 imps each player has 1 ship and they are the pilot. after every match your combat experience increases and you become a more skilled pilot flying new ships and having new abilitys.

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It's a blast, you become very invested in your pilot.

 

Even to the extent of withdrawing from a fight rather than dying, also it's cool planning tactics with the other squad members.

 

It's also exciting planning how to advance my alter ego, Arman Dax.

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I think they are totally worth putting into a PDF. You could even add some pictures of star wars stuff in there too.

 

I made a zombie table top war game with some minis i had and designed a whole rule book for it. Obviously my game isn't super popular but you can play it with any 28mm soldiers you have lying around, as an example you can view it here. Gives you an idea of what you can do in google docs with a few pictures and some free time. 

http://www.scribd.com/doc/149149257/BioSyndrome-Version-1-7

 

You could even make a community for free on google plus to get more people involved into play testing and a spot to download any supplemental materials (like the rosters), and post battle reports, again here is a example.

https://plus.google.com/communities/108863897726135327206

 

I ordered a copy of the age of the rebellion star wars rule book from FFG, it might have some neat stuff you guys could add into your rules too. I don't have it yet so I can't say for sure. 

Edited by oddeye

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My next big dilemma is what ship to use long term. The best ship in a normal game isn't the best in a campaign. The A-Wing may lack punch in a normal game but in a campaign, it's ability to maneuver and garner lots of agility and evades may make it a very viable ship. It is also the cheapest to upgrade in terms of spending VP's.

Let's look at an example.

My A-Wing started out at PS 1 and cost 17 VP (same as the base points cost) and was my free ship. Now under the rules of the campaign, if I want to move to a B-Wing at PS 1, I need to save up 9 VP's, 5 for the ship change and 4 for the difference in base cost of the ship. If I want a PS 1 X-Wing, I need 8 VP's.

However, with those 9 VP's I could become a PS9 A-Wing Pilot and have a VP left towards an elite pilot talent. I'd also have enough credits for a nice Stealth device and to buy missiles to my hearts content.

I could then change to a PS 1 B-Wing for 'free' by trading in my PS 9 A-Wing, which makes sense a bit as a new ship means learning to master it.

This is why I am loving this league/campaign, you have to think through the variables.

So what ship would you want to be in long term?

I am sorely tempted to fly my A for a while, save up my credits, then get myself in a B-Wing with FCS and HLC and an Engine upgrade. I'd be back at PS1 but I'd be loaded out.

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I'd stick with the A-wing for a while. While not considered the best ship out there, the ability to get where you want(boost) or avoid damage(stealth device) is where it's at. Also if you don't really need to worry about ordinance then you can load up on missiles and blast away.

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I'm taking this idea and running with it. (Who do I thank for the idea? Kris? Thanks, Kris.) I've done a lot of roleplaying and this sort of thing could be great, so I'm working on my own rule set for running it.

 

Here's what I'm thinking:

 

One player is the "game master" and everybody else plays a pilot character within a squadron. The game master sets up the missions and controls all of the enemy ships during play. It's also the game master's job to create missions that are appropriate for the capabilities of the players' squadron, to give them fun scenarios and challenging opponents, without overwhelming them. After all, it is more fun if the players' characters survive and advance over the course of the campaign.

 

To simplify things, I'm probably going to use "Prestige Points" as the universal reward system, in the place of credits and victory points. (I don't think pilots should have to pay for their stuff, at least not with literal space bucks. Within their military units, the best pilots will be given the best equipment -- it's a meritocracy, so Prestige Points make sense.) If the squadron achieves the major mission objective, everybody gets 2 Prestige Points. Minor objectives are worth 1 Prestige Point, and could be awarded on an individual basis rather than to the whole squad. Most missions should be set up to be worth 3-4 Prestige Points per character.

 

Prestige Points are spent on a 1-to-1 basis for Squad Points to purchase (and trade in) Upgrades and ships. Elite pilot talent slots can be purchased (probably starting at Pilot Rank 3, and again at Pilot Rank 7), and elite pilot talent Upgrades can be permanently purchased to fill those slots. Other upgrades are attached to their ships, but (probably) won't be permanent and can be moved onto your next ship, if you want. Your current ship can be traded in for a certain number of Prestige Points that can be used toward the purchase of your next ship. (I need to work out what the "stock" ship costs should be, and make sure that you can't trade away your starting A-Wing or TIE Fighter for something better right away.)

 

Since pilot death is likely (or at least quite possible), there should be a good chance of being rescued, or even a guarantee of rescue. Because it's no fun to lose a beloved character, I'll probably guarantee a rescue, and the penalty will be that you don't get as many Prestige Points as those whose ships survive.

 

Each character that survives the mission will receive +1 Pilot Skill along with whatever Prestige Points they've earned, so a campaign should have a natural life span of about 10 to 12 missions, after which any surviving pilots would be promoted to other positions (base commanders, starship captains, leaders of new squadrons, etc.) and "retire" from starfighter combat.

 

Yeah, so, writing that up in a sensible way and putting it into a PDF is what I'll be working on today. :)

Edited by DagobahDave

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Pilot death is dealt with in a similar manner in our campaign. We do like credits and VP's though as it separates equipment from achieving greatness as a pilot.

 

In our campaign, VP's buy Pilot Skill, Ship changes and Elite Pilot Talents. Credits buy "stuff".

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I like what you are doing here. The RP aspects are pretty cool. I finished running a similar story based league back in april before the wave 2 stuff came out.  Had a total of 7 players for the first mission and the group grew to 11 players. I used the following rules for the league: X-wing League Rules if you want to check them out. As the rules state each player is a pilot in the newly formed ad-hoc fighter squadron “The Reapers” assigned to the rebel Nebulon B2 Escort Frigate “Timeron“. The storyline started a couple of months before the battle on Yavin IV and ended 10 missions later with the attack on the Death Star. It was a little tough playing all the Imperials while the others played the Rebels but I had wieghted the sceneroes so the Rebels would win or at least tie each round. I made custom cards for each of the pilots and a 3x5 card with any special abilitites, weapons and upgrades they had accumulated but I like your pilot roster sheet. I'm currently working on updated rules so players can play ether side and control multiple ships. Looking forward to future post about how your system works.

Edited by BigDogg

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It'd be interesting if you could build up a bit of an inventory and if you gained pilot skill. Buying an X-Wing from scratch means you can choose between it and your A. Also, flying your A-Wing makes you a better pilot (increased Pilot Skill) but doesn't make you a better X-Wing pilot.

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