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Star Wars: X-Wing Miniatures Game» Forums » Variants

Subject: Rebel Operations - Collaboration? rss

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Joseph Woodworth
Japan
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So hey - I'm working on a campaign (Rebel Operations), and campaign system. It will be the first of two (this one being built for rebel players and an "Imperial GM" (to run the campaign)

It will be a 15 mission campaign, with about 25 different mission scenarios, where winning vs losing will affect future missions. The campaign will be written to include the original trilogy ships from waves 1-3, but you'll be able to customize them, in the event that you do not have enough ships - or the specified ship type. It is planned that you will progress through -starting with only y-wings, and ending up with access to all rebel ships by the end of the campaign.

so Phase 1.
I'll have more info about it as I make progress. For the time being - I'm looking for people who would be willing to help put together a pdf, and more specifically to apply the mission templates to get the look and feel of the missions in line with the missions we already have.

Then we can put it out, and hope for some playtesters....
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Joseph Woodworth
Japan
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Just to give you an overview of the missions and how I'm trying to set up interactive objectives (Full mission setup, and rules to be in the final version) Here's a draft phase outline of ACT 1.

a. Act One – Dathomir Rising

A year before the battle of yavin, on a small moon outside of Dantooine, an under-equipped and minimally staffed rebel base and its missions. – Pass go to -> 1 or A. Fail, go to 2 or B.

i. Recon mission

Unidentified signals, check it out – if hostile destroy the force, our base must not be discovered. (Destroy all opposition)
“-> Go to Talon One.”

ii. Talon One
An imperial code was scanned on a bouy, possibly dropped by the reconnaissance force. Destroy the listening network.

1. Jump in, and destroy or disable the yt-1300 light freighter, before it can drop buoys. (Destroy all buoys and the yt-1300.)
(Bonus - Gain a yt-1300)

2. Destroy the Pirate Radio Buoys. (Destroy all buoys)

-> Go to “The Hive”

iii. The Hive
A hostile force is likely to be incoming – get out there and (objective based on pass fail)
1. Assault the pirate base (Destroy/disable the pirate leaders)

2. Defend the home base
(destroy all opposition, prevent the base from being bombed)
Special: after completing -> Flee to Extra Mission 1 or continue to Imperial Echoes.



iv. Imperial Echoes
You’ve managed to obtain information about an imperial convoy from the pirates (salvaged / confession etc = which objective below) It’s a dangerous mission and you may be low on supplies. You may choose to rejoin with the rebel fleet, or strike for glory.

1. Objectives if pass or fail 1 (the hive)
a. Disable the containers in the convoy. -> Dathomir is optional
b. Destroy the containers in the convoy -> Assault on Dathomir

2. Objectives if pass or fail 2 (the hive)
a. Destroy the convoy -> assault on Dathomir
b. -> go to Extra mission 1.


v. Assault on Dathomir
The convoy was headed to an Imperial base on Dathomir, Take a small strike force to destroy the command center and disrupt operations there. There is likely to be a large force. The Alliance has rewarded your efforts with extra equipment!

Part 1. The fighter screen and defense shield.
Fly to the planet -> go to part 2, or flee to act 2.

Part 2. The bombing run.
Destroy the command center -> go to act 2.
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Alps Dennes
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whats about the status of this projekt ?
in my local store we talked about an version of rpg style in x-wing

and your campain would be very great to implement in this custom made idea for us

the base rules we have make is
anyone start with basic pilots and if the pilot alive after a fight he can upgrade some part of his wing or his skill, up do legendary pilot (meta score 10)

in combine whit your bonus reward it would be a nice game
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Joseph Woodworth
Japan
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Sorry, I've been out on vacation in the mountains away from the internet for the last few weeks, and was out sick before that! so I haven't had a chance to check the boards in quite awhile.

I should have the individual scenarios completed by the end of september. I've not heard from anyone - so at the moment, everything will be in a word document file without graphics. As for the the rest of the rules - Hopefully in the next few months. Work, Family and other commitments make time to get everything down a bit short

As the project stands now - the overall structure of each of the branches is finished, along with the individual mission goals - but the setup, special rules, and other pieces are still incomplete. Part of me now want's to wait and see what the epic ruleset mentioned with the new large ships will add to the game before developing my own new set.

I'm still working out the experience system - I want to use a system based on defeated pilots and assists that uses the enemy pilot skill - so you get a bigger jump in XP for destroying a tougher opponent, but I want to avoid the slippery slope issue that could occur should you try to make this a multiplayer campaign (Where wins snowball XP so much that one side becomes unable to win, I suspect keeping it a single side campaign would work best.)


Here's the overview of the entire thing.

Section 1, 4 and 5 are incomplete (And in various states of progress), Section two a-c are completely outlined , with only 2a having full scenarios - Granted, everything is still subject to change as a work in progress.

1. Pilot Experience System
a. Experience
i. Recruiting Pilots
ii. Upgrading Pilots
iii. Special Modifications
iv. Capturing Ships
v. Disabling Ships

b. The mission tree
i. Successful Missions
ii. Failed Missions
iii. Survival and escape
iv. Mission Objectives
v. Scaling missions

2.
a. Act One – Dathomir Rising
i. Recon mission
ii. Talon one
iii. The Hive
iv. Imperial Echoes
v. Assault on Dathomir

b. Act Two – A Dark time
i. Escape from Hoth
ii. Imperial Pursuit
iii. Hit and Run
iv. “Judgement”
v. “Adjucator”

c. Act three – Rendevous Point.
i. Prototypes
ii. Insertion
iii. Specialists
iv. Interdiction
v. The plans

d. Extra Missions
i. Rejoin the Rebellion
ii. ?
iii. ?
iv. ?
v. ?

3. Terrain Rules Compendium
a. Technological
b. Weather

4. Campaign Extras
a. Special talents
b. Special Modifications
c. Special Weapons.

5. Enemy Hints
a. Running the Imperials
 
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Joseph Woodworth
Japan
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Looks like I can scrub the actual experience system, with FFG's campaign system coming out - though I'll still get the missions, mission tree and extra rules in place.
 
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Joseph Woodworth
Japan
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Linking to the current state of the XP system I'd developed - just in case anyone was interested - I made it a seperate post because it may be useful to people, and is not really the topic of this thread.


http://boardgamegeek.com/article/13218645#13218645
 
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