X-wing Campaign map

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X-wing Campaign map

Post  lothlann on Thu Jun 11, 2015 4:44 pm

please don't post here, i'll post each round updates here so others can follow along and we can see how things progress.

Unique Pilot/upgrade List:

Imperials
Lothlann: Turr Phennir (Tie interceptor) (captured by rebels)
Wildcard: Howlrunner (tie fighter)
Pripyat: Rexler Brath (Tie defender)
SirRandMcNally: Mauler Mithel (tie fighter) (captured by rebels)

Rebels
Diragi: Luke Starkiller (X-wing), R2-D2
Joyous Oblivion: Corran Horn (e-wing), Chewie
Twinlinked: Han Solo (YT-1300 MF)
PhantomRescue: Etahn A'baht

Scum and Villainy
Ca$h: Kath Scarlett (Firespray 31)
Matt Varnish: Kyle Katarn (dead), Drea Renthal (dead)



Station and outpost bonus list:

Observation hub: At the start of a battle, a player may choose to reroll the initiative die.

Commerce Hub: During the purchase reinforcement phase, each player in a faction that controls a commerce hub may choose ip to 3 points worth of generic crew upgrades to add to their squadron. (you can buy more expensive ones and pay the difference, ie gunner is 5 pts so you pay 2 and use this for the other 3) faction restrictions observed.

Chop Shop: During the  purchase reinforcement phase, each player in a faction that controls a chop shop may choose up to 3 points worth of generic astromechs, salvaged astromechs, modifications, system and/or illicit upgrades to add to their squadron. (you can buy more expensive ones and pay the difference, ie sensor jammer 4 pts so you pay 1 and use this for the other 3) faction restrictions observed

Munitions depot: During the  purchase reinforcement phase, each player in a faction that controls a chop shop may choose up to 3 points worth of torpedo, missiles, bombs, cannon, or turret upgrade added to their squadron.  (you can buy more expensive ones and pay the difference, ie heavy laser turret 7 pts so you pay 4 and use this for the other 3) faction restrictions observed

Construction yard: For each construction yard owned by a faction, 1 player may choose one of their ships to install or uninstall a time-intensive upgrade (modification, system or illicit upgrade). without sitting idle for a turn.

Military training facility: for each military training facility owned by their faction 1 player may choose one of his pilots to sit idle for a campaign turn. That pilot improves their pilot skill (PS) by 1 as if they spent 1 xp, see details under pilot improvements.

Scrapyard: If a player's faction controls a scrapyard, he receives 2 fleet points for every one of their ships that is destroyed in a battle where they control the field at the end.

Repair Depot: for each repair depot owned by their faction 1 player may choose one ship to repair one turn faster then normal.

Planet list:
Anaxes: Uninhabited, water world (2 pts), no station/outpost
Atzerri: Uninhabited, water world (2 pts), no station/outpost
Bespin: Dead, ice world (0 pts),  Chop Shop (2 pts)
Bestine: gas giant, high yield (10 pts), repair station (2 pts)
Bonadan: Settled, Primitive (4 pts), mining outpost (20 pts)
Byss: Dead, molten (2 pts), no station/outpost
Bothawui: Settled, primitive (4 pts), Chop Shop (2 pts)
Cardia: Gas giant, med yield (6 pts), commerce hub (2 pts)
Corellia: Settled, industrial (20 pts), no station/outpost
Corulag: Dead, barren (0 pts), no station/outpost
Coruscant: Settled, industrial (20 pts), repair depot (2 pts)
Dagobah: Uninhabited, tenperate (2 pts), no station/outpost
Dantooine: Uninhabited, temperate (2 pts), repair station (2)
Endor: Uninhabited, temperate (2 pts), no station/outpost
Eriadu: Uninhabited, verdant (4 [6] pts), repair depot (2 pts) surface resources
Fresia: uninhabited, water world (2 pts), scrapyard station (2 pts)
Fondor: dead, ice world (0 [2] pts), mining outpost (20 pts) surface resources
Geonesis: Settled, primitive (4 pts), munitions depot (2 pts)
Hoth: dead, ice world (0 pts), Observation post (2 pts)
Ilum: dead, ice world (0 pts), no station/outpost
Jabiim: Dead, Toxic (0 pts), military training facility (2 ps)
Kashyyyk: uninhabited, temperate (2 pts), construction yard (6 pts)
Kessel: Dead, ice world (2 pts), mining outpost (20 pts)
Korriban: dead, molten (2 pts), mining outpost (20 pts)
Kuat: Settled, industrial (20 pts), trade station (6 pts)
Manaan: Dead, barren (0 pts), no station/outpost
Mon Calamari: settled, primitive (4 pts), no station/outpost
Naboo: uninhabited, water world (2 pts), munitions depot (2 pts)
Nal Hutta: Settled, industrial (20 pts), military training facility (2 pts)
Polus: Settled, agrarian (10 pts), military training facility (2 pts)
Ryloth: gas giant, med yield (6 pts), mining outpost (20 pts)
Shola: Gas giant, low yield (2 pts), no station/outpost
Sullust: Gas giant, med yield (6 pts), scrapyard (2 pts)
Thyferra: settled, industrial (20 pts), repair station (2 pts)
Taris: Gas Giant, Med yield (6 pts), commerce hub (2 pts)
Tatooine: Dead, barren (0 pts), no station/outpost
Vergesso Asteroids: gas giant, hidden outpost (20 pts), chop shop (2 pts)
Wayland: Settled, leisure (6 pts), repair station (2 pts)
Yavin: dead, barren (0 pts), no station/outpost


Last edited by lothlann on Thu Jun 25, 2015 6:13 pm; edited 19 times in total
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Re: X-wing Campaign map

Post  lothlann on Thu Jun 11, 2015 4:56 pm

Turn 1: Points gained at bottom of post.

Pripyat (imp) defends his prototype ship against Ca$h (scum) raid. (Pripyat controlled table)
Wild Card (imp) destroys Matt Varnish (scum) in an embarrassment of a game. (WC controlled table)
Joyous_Oblivion (rebel) attack fails to raid Lothlann (imp). (JO controlled table)
In a real meat grinder PhantomRescue beats SirRandMcNally. (PR controlled table)

imperial holdings * represents systems under their direct control (you only get system points from controlled planets but your get station/outpost pts for holding)
* Thyferra: settled, industrial 20 pts, repair station 2 pts
* Pollus: settled, agrarian 10 pts, military training facility 2 pts
* Taris: gas giant, medium-yield 6 pts, commerce hub 2 pts
* Endor: uninhabited, temperate 2 pts, no station/ outpost (nothing)
Atzerri: uninhabited, water world 2 pts, no station/ outpost (weapons stash: 10 pts secondary weapons split among faction for first time explored)
Fondor: dead, ice world 0 (2) pts, mining outpost 20 pts (surface resources: 2 fleet points permanent)
Jabiim: Dead, toxic world 0 pts, military training facility 2 pts  (weapons stash: 10 pts secondary weapons split among faction for first time explored)
Bestine: gas giant, high-yield 10 pts repair station 2 pts (salvage: 10 generic astromechs, modifications, systems, illicit upgrades split among faction for first time explored)

Rebel holdings * represents systems under their direct control (you only get system points from controlled planets but your get station/outpost pts for holding)
* Wayland: settled, leisure world 6 pts, repair station 2 pts
* Bonadan: settled, primitive world 4 pts, mining outpost 20 pts
* Dantooine: uninhabited, temperate world 2 pts, repair station (volunteers: 10 pts generic crew upgrade points split among faction, for first time explored)
* Yavin: dead, barren world 0 pts, no station/ outpost (crashed ship: 1 a-wing found, you can fight over it, for first time explored)
Kessel: dead, ice world 0 (2) pts, chop shop  2 pts (surface resources: 2 fleet points permanent)
Korriban: dead, molten world 2 pts, mining outpost 20 pts nothing
Aeten 2: dead, toxic world 0 (2) pts, munitions depot 2 pts (surface resources: 2 fleet points permanent)
Fresia: uninhabited, water world 2 pts, scrapyard station 2pts (resource cache 1d6 fleet points added to factions score, for first time explored)

Scum holdings * represents systems under their direct control (you only get system points from controlled planets but your get station/outpost pts for holding)
* Vergesso Asteroids: gas giant, hidden outpost (mining 20 pts), chop shop 2 pts
* Nal Hutta: settled, industrial 20 pts, military training facility 2 pts
Naboo: uninhabited, water world 2 pts, munitions depot 2 pts (resource cache 1d6 fleet points added to factions score, for first time explored)
Ryloth: gas giant, medium yield 6 pts, mining outpost 20 pts

Bold = 1 player can use per turn (you guys talk to eachother) and extra rules above
Underline = extra rules above

Points breakdown:
Imperial
20 auto per turn
15 wins (5 per win)
4 systems held
68 holdings (points from systems and station under control)
exploration fleet points: 20 secondary weapons (split 4 ways) 5 pts each, 10 generic modification/systems (split 4 ways) 2 pts each This is not included in total
107 fleet points each

Rebels
20 auto per turn
5 wins (5 per win)
4 systems held
62 holdings (points from systems and stations under control)
exploration fleet points: 10 generic crew points (split 4 ways (2 pts each), 1 A-Wing This is not included in total
exploration fleet points: 4 fleet points split among faction (1 pt each) included in total
92 fleet points each

Scum
20 auto per turn
2 systems held
66 holdings (points from system and stations under control)
exploration fleet points: 4 fleet points split among faction (2 pts each) included in total
90 fleet points each

Each player receives the points their team made so all imperial players get 107, all rebels get 91 and all Scum get 88.


Last edited by lothlann on Tue Jun 16, 2015 9:52 pm; edited 19 times in total
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Re: X-wing Campaign map

Post  lothlann on Sat Jun 13, 2015 12:02 am

Turn 2: Ca$h beats PhantomRescue, Matt Varnish beats Lothlann, Joyous Oblivion beats Matt Varnish, PhantomRescue beats Matt Varnish.

Imperials get 116 fleet points each
Rebels get 150 fleet points each
Scum get 125 fleet points each

A faction can spend 200 points to capture a planet (armada scale battle) to gain control of the planet bonus, also you then can't lost the station bonus.
A faction can spend 100 points to destroy an enemy station/outpost (armada scale battle)
A faction can spend 100 points to buy a station/outpost (takes 3 turns to build) a system can only have 1 station and you much control the system to build a station (attacking it for 200 pts)
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