Rules for X-wing Campaign

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Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 4:53 pm

Most Campaign info is taken from GALACTIC CIVIL WAR CAMPAIGN RULES V4.0.0 written by DutchVander@hotmail.com thanks for taking the time to write them.


Purchase restrictions:

If your ship has the medal symbol (Elite talent) Ignore it (except for your unique) these talents have to be earned via exp and they are available to all pilots even if the ship can't have them.

Unique Characters: named upgrade cards, ie Chewie, R2-D2, R2-F2, Mara Jade, Darth Vader, Nien Nunb, Moff Jerjerrod as well as pilots Luke, Wedge, Lando, Darth Vader. There can only be one of these characters in the galaxy at a time. Only one character can be owned by a player at a time, so if you buy Luke Skywalker your ally can't have him (but you can share the unique characters but he/she/it can only be in one mission per turn).

Some unique characters are upgrades and pilots (luke, chewie, ect) You can only use one of them either as a pilot of there ship or as an upgrade.

When a Character dies they are dead, no-one will be able to purchase them for the rest of the campaign, also any other versions of these cards are lost without refund (if Luke gets smoked while trying to solo a death star you also lose your Luke upgrade card), crew members roll for escape pods just like pilots and can be captured, ransomed ect. The exception to this is droids they are considered to have back up copies, if a droid is killed they can be repurchased, this goes for IG-88, Leebo, R2-D2 and all other astromech droids. Because of this astromech upgrade droids do not use escape pods. Pilots like IG-88 still do though.

When you want to buy a named Character post in this thread and i'll put a list in the main thread for all unique characters.

Ships section: Huge ships are only used for special missions, Large ships are 1 per person on your faction, right now that is 2 each, if your ally doesn't want to use a large ship you may have 2 with his permission. You may not stock more then your faction allowance for large ships. The tie phantom and its pilots also have restrictions listed in the empire section.

For convenience, a short list of unique upgrades follows:
• Experimental Interface: Each player may have one copy of this upgrade in his Squadron.
• Titles: May only be present once within the campaign.
• EPTs: May only be present once within a squad. Unique EPTs used as pilot ability do not count as unique.
• Crew: May only be present once within the campaign.
• Rebel Captive: See Crew Upgrades section.
• Pilots: May only be present once within the campaign.
• Astromechs: May only be present once within the campaign.

Ship Damage and Repair
A ship is considered damaged after a battle if it received one or more damage cards (shields automatically recharge between battles). Damaged ships must sit out one campaign turn for repairs before they can be used again.

Time Intensive Upgrades
Modifications, systems and illicit upgrades are considered time intensive and upgrading a ship with one requires it to sit idle for one campaign turn while techs install the hardware. This may be done concurrently with repairs. These upgrades may later be removed by sitting idle for another turn. Ships may be purchased with these upgrades installed, as long as both the ship and any modifications/systems/illicits are purchased at the same time. These upgrades are only destroyed if the ship carrying them is destroyed (i.e. “Hot Shot” Blasters or Stealth Devices on hit ships are repaired/replaced after the battle).

Non-Time Intensive Upgrades
Ships that can carry cannons, turrets, torpedoes, missiles, bombs, astromechs and salvaged astromechs are considered to have specialized hardpoints/launchers/sockets for that purpose which allow techs to quickly mount or load hardware of that type. Equipping and unequipping these upgrades do not require a ship to sit idle for a campaign turn.

Ordnance Upgrades
When a torpedo, missile or bomb is expended in battle, it is deleted from a player’s Squadron. This also applies to any secondary weapons lost to a Munitions Failure critical hit.

To prevent ordnance upgrades from being prohibitively expensive (because they are disposable), they are not purchased individually. Every time a player pays the full Fleet Point cost of a torpedo, missile or bomb, they receive three of them. However, players must still account for the full squad point cost of each such upgrade when building squads.

Title Upgrades
Titles must be assigned to an eligible ship (or pilot) in the player’s Squadron at time of purchase. Unique titles may only be present once within the campaign. Titles are permanently attached and cannot be removed. If a ship (or pilot) with a title is destroyed (or killed), so is the title. Destroyed unique titles may be repurchased.

Crew Upgrades
Equipping and unequipping crew do not require a ship to sit idle for a turn. Unique crew members may only be present once within the campaign and cannot be repurchased if killed (except droids). Crew members get their own ejection rolls when their ship is destroyed and may be taken POW.


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 4:53 pm

Pilots section:

Unique pilots start the campaign with 1 XP.  The following actions earn XP:
• Participating in a battle (1 XP)
• Destroying an enemy small base ship (1 XP)
• Destroying an enemy large base ship (2 XP)
”destroying” may include indirect methods such as ionizing an enemy onto an asteroid, blocking an enemy with a Stunned Pilot crit, etc.

Pilot Improvements
During the Purchase Reinforcements phase, a pilot may spend XP to purchase any number of pilot improvements.

2-3 XP Points:  Gain a ship qualification.  The pilot must be at least PS 3 and must sit out the next campaign turn for training.  This does not increase the pilot’s squad point cost.  There is no limit to the number of ship qualifications a pilot may have.  It costs 2 XP to gain a qualification for a small base ship and 3 XP to gain a qualification for a large base ship.  See special exceptions below.

1 XP Point: Improve pilot skill by 1, to a maximum of 9.  This increases the pilot’s squad point cost by 1.  See special exceptions below.

2 X points: Add an Elite Pilot Talent upgrade slot.  The pilot must be at least PS 3.  This does not increase the pilot’s squad point cost.  Pilots can only have one EPT slot.  See special exceptions below.

X XP Points: Add an Elite Pilot Talent card as a pilot ability.  The pilot must be at least PS 4 and can only have one pilot ability.  This increases the pilot’s squad point cost by X-1 where X is the cost of the EPT.
Example:  A Saber Squadron Pilot spends 3 XP to gain Push the Limit as his pilot ability.  His squad point cost increases 2 points.

X XP Points: Add a non-unique Crew card as a pilot ability.  The pilot must be at least PS 4 and can only have one pilot ability.  This increases the pilot’s squad point cost by X-1 where X is the cost of the Crew card.    Pilots that have a Crew card as their pilot ability may be used as a regular Crew upgrade on another ship.  When used this way, their squad point cost is the same as a regular Crew upgrade.  Pilots used as Crew do not earn XP.
Example:  A Blue Squadron Pilot spends 1 XP to gain Intelligence Agent as her pilot ability.  Her squad point cost does not increase.

SPECIAL EXCPETIONS:
• To avoid a balance issue identified in playtesting, Outer Rim Smugglers must spend XP to qualify on an MF-stat YT-1300 as if it were a different ship.  However, when they do so, the cost is two XP instead of three, and they may skip sitting out a turn for training.  The unique MF-stat pilots (Han, Lando and Chewbacca) may fly ORS-stat YT-1300s at any time without having to qualify on them as a separate ship.
• The first time Academy Pilots improve their pilot skill, they may choose to increase from PS1 to PS3 while only increasing their squad point cost by 1 so that they then cost the same as an Obsidian Squadron Pilot of equivalent pilot skill.  
• When PS4 TIE Interceptor pilots improve their pilot skill, they may choose to increase from PS4 to PS6 while only increasing their squad point cost by 1 so that they then cost the same as a Royal Guard Pilot of equivalent pilot skill.  This exception only applies to pilots that began life as TIE Interceptor pilots.
• The first time Bandit Squadron Pilots improve their pilot skill, they may choose to increase from PS2 to PS4 while only increasing their squad point cost by 1 so that they then cost the same as a Tala Squadron Pilot of equivalent pilot skill.
• The first time Binayre Pirates improve their pilot skill, they may choose to increase from PS1 to PS3 while only increasing their squad point cost by 1 so that they then cost the same as a Black Sun Soldier of equivalent pilot skill.
• Use of the A-wing Test Pilot title allows an A-wing pilot to have two EPT slots.
• EPTs and generic crew used as pilot abilities do not count as unique or faction restricted (i.e. you could have two pilots using Squad Leader as their ability and still have another pilot using Squad Leader as a regular EPT).

Pilot Ship Qualifications
A pilot may only fly a ship for which he has the qualification.  Pilots automatically come with the qualification for the ship on their original card (Green Squadron Pilots come with an A-wing qualification, etc.).

Pilot Tactical Judgment
During battle, a pilot may spend 1 XP to reroll a single die that directly affects him/her (attack, defense, collision, ejection, etc.).  This is subject to the normal rules for rerolling dice (can only do so once).

Pilot Escape Attempts
Once per turn during the Purchase Reinforcements phase, a pilot who is a POW may attempt to escape by spending 1 XP.  Roll an attack die (unique pilots roll two attack dice).  On a [crit] result, the pilot escapes and returns to his player’s Squadron.  Otherwise, roll one more attack die.  On a [crit] result, the pilot is killed by the guards during the escape attempt.

Pilot Recovery, Wounding and Death
When a ship is destroyed, its owner rolls one attack die.  On a [crit] result the pilot has been killed.  On a [hit] result the pilot manages to punch out but is wounded in the process.  On a [focus] or [blank] result, the pilot ejects (or gets to an escape pod) safely.  All ejected personnel are considered recovered by the player that controls the map at the end of the scenario.  Friendly pilots remain on the Squadron roster; enemy pilots are kept as POWs by the capturing player’s faction.  If no player controls the map at the end of the scenario (all ships destroyed or fled in the same turn), ejected personnel die cold and alone in the merciless vacuum of space.

If a ship receives a face up Pilot damage card during battle, its pilot is considered wounded.  Wounded pilots must sit out the next campaign turn to recover and cannot simultaneously participate in any other activity that requires them to sit out a turn (ship qualification, military training, etc.).  Wounding effects are not cumulative.  


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 4:53 pm

REBEL ALLIANCE

The following attributes are considered part of the ship and remain the same regardless of which pilot is flying.
• Attack Value
• Agility Value
• Hull Value
• Shield Value
• Non-Elite Pilot Talent Upgrade Slots
• Action Bar


The base cost of a ship is equal to the squad point cost of the cheapest card of that ship type minus the pilot skill of lowest PS pilot.  For convenience, the base costs of all ships are below.

Rebel Ship Base Cost
X-wing 19
Y-wing 16
A-wing 16
B-wing 20
E-wing 26
Z-95 Headhunter 10
YT-1300 (ORS stats)* 26 (this is the cost of the basic YT-1300) You can use either YT-1300 this one is would be a stock from the factory model.
YT-1300 (MF stats)* 37 (this is the cost of the han/chewie/lando YT-1300) This one would represent one that has been heavily modified.
HWK-290 14
YT-2400 28

Pilots may operate any individual ship, as long as they are qualified on that class.  The following attributes are considered part of the pilot.
• Pilot Skill
• Pilot Ability
• Elite Pilot Talent Upgrade Slot
• Unspent XP
• Ship Qualifications

Rebel Pilot                  (Pilot Skill)    Base Cost [starting ship qualification]

Rookie Pilot                     (2)                  2                  [X-wing]
Red Squadron Pilot           (4)                  4                  [X-wing]
Gold Squadron Pilot          (2)                  2                  [Y-wing]
Grey Squadron Pilot          (4)                  4                  [Y-wing]
Prototype Pilot                (1)                  1                  [A-wing]
Green Squadron Pilot        (3)                  3                  [A-wing]
Blue Squadron Pilot          (2)                  2                  [B-wing]
Dagger Squadron Pilot      (4)                  4                  [B-wing]
Knave Squadron Pilot       (1)                  1                  [E-wing]
Blackmoon Squadron Pilot (3)                  3                  [E-wing]
Bandit Squadron Pilot        (2)                  2                  [Z-95]
Tala Squadron Pilot          (4)                  3*                [Z-95]
Outer Rim Smuggler          (1)                  1                  [YT-1300]
Rebel Operative               (2)                  2                  [HWK 290]
Wild Space Fringer           (2)                  2                  [YT-2400]

*Note that these pilots cost one less than their pilot skill.
Denotes reinforcements pilot and ship


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 4:54 pm

Scum and Villainy

Large and small ships are considered distinct from the pilots that fly them and may be purchased separately.  The following attributes are considered part of the ship and remain the same regardless of which pilot is flying.
• Attack Value
• Agility Value
• Hull Value
• Shield Value
• Non-Elite Pilot Talent Upgrade Slots
• Action Bar

Scum Ship                       Base Cost
Z-95 Headhunter                   11
Y-wing                                16
M3-A Interceptor                  12
StarViper                             24
HWK-290                             14
Firespray-31                        30
Aggressor                           30

PILOTS

Ships do not fly themselves.  Pilots are considered distinct from the ships they fly and may be purchased separately.  Pilots may operate any individual ship, as long as they are qualified on that class.  The following attributes are considered part of the pilot.
• Pilot Skill
• Pilot Ability
• Elite Pilot Talent Upgrade Slot
• Unspent XP
• Ship Qualifications
Scum Pilot                       (Pilot Skill)          Base Cost      [starting ship qualification]
Cartel Spacer                        (2)                    2              [M3-A interceptor]
Tansarii Point Veteran             (5)                    5              [M3-A interceptor]            
Black Sun Enforcer                 (1)                    1              [Starviper]
Black Sun Vigo                       (3)                    3              [Starviper]
Spice Runner                         (1)                    1              [HWK-290]
Syndicate Thug                     (2)                    2              [Y-wing]
Hired Gun                             (4)                    4              [Y-wing]
Mandalorian Mercenary            (5)                   5              [Firespray-31]
Binayre Pirate                        (1)                   1              [Z-95]
Black Sun Soldier                    (3)                   2*            [Z-95]

*Note that these pilots cost one less than their pilot skill
Denotes reinforcement pilot and ship


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 4:54 pm

THE EMPIRE

The following attributes are considered part of the ship and remain the same regardless of which pilot is flying.
• Attack Value
• Agility Value
• Hull Value
• Shield Value
• Non-Elite Pilot Talent Upgrade Slots
• Action Bar

Imperial Ship  Base Cost
TIE Fighter               11
TIE Advanced             19
TIE Interceptor           17
TIE Bomber                14
TIE Defender              29
TIE Phantom              22*
Firespray-31              30
Lambda-class Shuttle  19
VT-49 Decimator        37

*TIE Phantoms are restricted in the same manner as large base ships and have two additional restrictions:
• Players cannot add a TIE Phantom pilot to their Squadron if doing so would give them more TIE Phantom pilots than TIE Phantoms.
• Players cannot add a Shadow Squadron Pilot to their Squadron if doing so would give them more Shadow Squadron Pilots than Sigma Squadron Pilots.

The following attributes are considered part of the pilot.
• Pilot Skill
• Pilot Ability
• Elite Pilot Talent Upgrade Slot
• Unspent XP
• Ship Qualifications

Imperial Pilot                       (Pilot Skill)           Base Cost    [starting ship qualification]
Academy Pilot                          (1)                      1               [Tie fighter]
Obsidian Squadron Pilot              (3)                     2*             [Tie fighter]
Black Squadron Pilot                  (4)                     3*             [Tie fighter]
Tempest Squadron Pilot             (2)                      2              [Tie advanced]
Storm Squadron Pilot                 (4)                      4              [Tie advanced]
Alpha Squadron Pilot                  (1)                     1               [Tie interceptor]
Avenger Squadron Pilot              (3)                     3               [Tie interceptor]
Saber Squadron Pilot                 (4)                     4               [Tie interceptor]
Royal Guard Pilot                       (6)                    5*°            [Tie interceptor]
Scimitar Squadron Pilot               (2)                    2               [Tie bomber]
Gamma Squadron Pilot                (4)                    4               [Tie bomber]
Delta Squadron Pilot                   (1)                    1               [Tie defender]
Onyx Squadron Pilot                   (3)                    3               [Tie defender]
Sigma Squadron Pilot                  (3)                    3**           [Tie phantom]
Shadow Squadron Pilot               (5)                    5**           [Tie phantom]
Bounty Hunter                          (3)                    3               [Firespray]
Omnicron Group Pilot                  (2)                   2                [Lambda]
Patrol Leader                            (3)                   3                [Decimator]

Denotes Reinforcements pilot and ship
*Note that these pilots cost one less than their pilot skill.
°The total number of Royal Guard Pilots in the Imperial faction is limited to X, where X is the number of Imperial players.  This is a temporary restriction until such time that the Rebels also have access to a high PS generic pilot.  Alternatively, you can invent a six-point PS6 Rogue Squadron Pilot X-wing with an EPT for the Rebels to use and ignore this restriction.
**Players cannot add a TIE Phantom pilot to their Squadron if doing so would give them more TIE Phantom pilots than TIE Phantoms.  Players cannot add a Shadow Squadron Pilot to their Squadron if doing so would give them more Shadow Squadron Pilots than Sigma Squadron Pilots.


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 5:45 pm

Example of an initial fleet: Unique Character: Luke Skywalker in an X-wing (28 pts), [Astromech] R2-D2 (4 pts), [EFT, elite fighter talent] Lone wolf (2 pts), [modification] Engine upgrade (4 pts, [torpedoes] Proton Torpedoes *[you get 3 for there cost or it would cost a fortune in ammo]  (4 pts) That is my Unique character totaling 42 pts leaving me with 258.

I then buy some ships (you do not use them all at once, think of this as your inventory to draw from for each mission).

2 x-wings, 2 y-wings, 2 a-wings, 1 B-wings, 1 e-wings, 2 Z-95 and a YT-1300*> (you can only have as many large ships as you have players on your side, which usually means 1 each, but if someone doesn't want to use a large ship then the other person can have 2, this means in your inventory not just on the battle field, you can't stockpile YT-2400 just because you have enough points to do so) ]Restricted ships are large and tie phantom]

> The YT-1300 has 2 ships costs, one for the basic and one for the han/chewie/lando version, you can buy either for there points costs.

pilots next: Rookie and red pilots can both fly X-wings, ***In missions with reinforcements you must use your basic ships with a basic pilots so its good to always have some*** The faction basic ships are: Rebel Z-95 W/ bandit squadron pilot, imp: Tie fighter W/ Academy pilot, Scum: Z-95 W/ Binayre Pirate The ships cannot have any upgrades they have to be base ships, but the pilots can be upgraded It would be good to purchase some of these and level them up so your reinforcements can be stronger when they come on.

so I'll get 2 rookie pilots knowing that and 1 red pilot so i have an x-wing pilot that is a little better when i need him.
Then i'll just pick up 3 of each other low level pilot except for the E-wing.

For upgrades: Cluster Missiles are 4 points, You get 3 missiles per purchase, so for 16 points i get 12 missiles which should last me a few missions even if i load them all up on my ships. I'm also going to buy some R5-D3 astromechs and a few ion cannons, also i'm going to buy Chewie as a crew upgrade for future use and also the title MF for the YT-1300.


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Re: Rules for X-wing Campaign

Post  lothlann on Sat May 30, 2015 6:40 pm

How to gain fleet points:


This is where I'm going to add my own spin on the base campaign, since Armada has come out it would be a shame to not use it during a campaign. Normally people would capture strategic points by simply picking a system, attacking it, and winning the match (if no one else owns it you simply take it for free, which means the first few campaign turns end up just being land grabs and no actual combat at least that's how I read it.)

We will start at locations on the galaxy map, this will be your home system [this represents the 20 fleet points per turn we get] (ie Coruscant for imperial.) We will raid systems as per campaign and take strategic points and gain the bonuses from them, but they will not stay under your control so you wont lose points for losing a strategic point. To gain the bonus for the system, it if its an industrial planet (+20 per turn) you will need to fly your fleet there and take it. When you x-wing raid it you get all the other bonuses for raiding but not the planetary control bonuses. you can still explore unexplored planets as normal and take whatever loot you find.

Some system will also have a unique bonus for fully controlling it not just sending in a few x-wings and y-wings. To take control of a system you will have to send a part of your fleet there (We wont buy fleets, you will simply make up a fleet the day of the battle using the points for that mission, these battles will be co-op games if possible, it will cost 100 fleet points to move your fleet (distance to be determined) ).

Since Scum doesn't have a fleet they will represent the neutral planets fighting vs the rebels and imperials. If the rebels and imperials both attack the same system with their fleet at once its will escalate the battle.

Each system we visit we will roll to see what is there, some systems will be pre-generated based on the star wars universe, ie Corellia can't be a barren planet. When we roll for a system everything there will be recorded so that if others visit it doesn't accidentally change.
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