The cards from the Sabacc dealer landed in front of Bake Travnor with a clicking sound that reminded the grizzled pilot of whiskey knocking ice cubes together in a glass. Travnor finished the drink in front of him and caught the bartender’s eye for another. Not for nothing was the mercenary crew he led called Whiskey Squadron.
Travnor would wait for his next round to arrive before he looked at his cards. On the table before him were all the credits he’d earned on the latest successful mission flying for the Steamline Tavern. The weekly Sabacc game at the tavern in a space barge cruising through the Outer Rim was organized by Lew the Hutt, Steamline owner and Travnor’s boss.
If the turn of these new cards was friendly, the grey-bearded pilot would have enough credits to buy just about anything he pleased. But if he lost this hand he’d be in hock to Lew yet again, meaning his time as a pilot for hire in the Tavern Wars would continue to stretch on.
Do you fancy injecting even more chance into a game of X-Wing? Here’s a fun option for casual games.
Grab one standard, 52-card Poker deck and be sure to include the two Jokers. Before your X-Wing game shuffle the deck at the same time the players shuffle their damage decks. Play the game as usual, but each time a player’s ship reaches half points, draw the top card off the Poker deck. If the card drawn is an Ace of Clubs, an 8 of Clubs or an 8 of Spades, that ship receives another face down damage card. If the card drawn is the Ace of Spaces or one of the two Jokers, the ship is destroyed. If any other card is drawn nothing happens. Put drawn cards to the side of the main Poker deck during the game.
Now, why are the black Aces and 8s the unlucky cards along with the Jokers here? ‘Black Aces and 8s’ is the traditional ‘Dead Man’s hand.’ That is reportedly the hand ‘Wild Bill’ Hickok was holding when he was shot and killed during a card game in 1876 in Deadwood, South Dakota.
So grab a glass of your favorite tipple, put the plastic space ships on the table and try your luck at X-Wing Dead Man’s Hand!
The pilots of Whiskey Squadron could tell by the look on Bake Travnor’s grey stubbled face that their leader was not bringing good news along with the pitcher of Jawa beer he was carrying. The older pilot placed the grog in the middle of the table at the Steamline Tavern, a drinking establishment housed in a space barge cruising through the lawless Outer Rim of the galaxy.
“What is this swill?” asked Howe Hackett, one of the young pilots Travnor had recruited to help the Steamline side in the Tavern Wars, an ongoing dispute over supply shipments with a nearby rival space boozer. “Jawa beer may be fine on Tatooine, but isn’t their anything better behind the bar?”
Travnor’s dour expression didn’t change as he filled the squad’s glasses.
“Get used to it for now boys,” he said. “Lew says he’s short on funds. No fancy beer, and, more worryingly, no new astromechs, missiles or other toys until we successfully guard a few more supply runs from enemy attacks.”
Lew the Hutt was the joint’s owner, and all the pilots knew better than to bring their complaints to the angry green giant. Whiskey Squadron sipped their beers slowly, knowing the perils of mercenary life were now even more dangerous.
Continue reading “Skint: X-Wing with no upgrades”
The young pilot placed the empty beer mug down on the bar at the Steamline Space tavern, his hand as shaky as if he held a malfunctioning light saber. Bake Travnor waved for another round for the kid, who had just finished his fourth glass of Thuris Stout.
“I’m telling you Bake, they came out of nowhere. Tie Fighters behind us and a big Tie Defender dead ahead. There was nothing we could do.”
Travnor had been debriefing the pilot, the only survivor of the ambush. The attack was the latest clash in the Tavern Wars, an ongoing fight between two rival owners of bars that operated from separate barges in the lawless Outer Rim. Travnor led Whiskey Squadron, the mercenaries who guarded shipments and waged battles on behalf of the owner of the Steamline. Travnor’s boss, Lew the Hutt, would not be pleased about this setback.
“I can’t believe Agry’s got ahold of a Defender. Those things are pricey,” Travnor said as he sipped his whiskey. “But what has me most worried is someone obviously tipped them off to our flight route.”
The older pilot scanned the dark bar, barely able to see to the end through the smoke from cigarettes and cigars that rose slowly to the ceiling. Someone had sold them out. And in a joint with more scoundrels than saints, finding the culprit wouldn’t be easy.
Continue reading “X-Wing solo mission: Surrounded”
Smoke from cigarras hung low around one of the tables of the Steamline Space Tavern as another round of whiskey and beer was delivered to a group of pilots back from a successful mission.
Bake Travnor, Whiskey Squadron’s leader, took a sip from his glass. Travnor worked for the owner of the Steamline, Lew the Hutt. Lew was fighting over shipments of goods with the owner of a rival Outer Rim joint, a conflict known as the Tavern Wars. Travnor scratched his grey beard as he looked over the other pilots, mostly young smugglers he had recruited. They were loudly debating the relative merits of different ships.
“I’m telling you, I’d take an Interceptor over five Ties,” said a young human named Wiley, a pilot who had made a name for himself running contraband for the remnants of what had once been the Black Sun syndicate. “Ties are no match for Interceptors.”
Travnor finished his whiskey and motioned for another.
“Interceptors are fine, yes, but unless you know what you’re doing a Tie swarm will ruin your day faster than an angry Zilo Beast.”
The pilots leaned forward, as they knew from experience that Travnor was about to walk down space battle memory lane. He told the group about the old Shadow Wing, an elite squad of Interceptor pilots operating around the time of the Battle of Endor. He described how they were ambushed by a host of Tie Fighters loyal to a rogue Imperial commander and how Shadow Wing’s superior ships were no match for the onslaught of the standard Imperial battle craft.
Travnor smiled, mostly because his drink was being refilled.
“Best not to trust in much, boys,” he said.
Continue reading “X-Wing Mission: Interceptors vs Tie Swarm”
A half-dozen pints of Andoan ale levitated inches above the long bar in a dimly lit space tavern, alternately amusing or frightening the regulars depending on their level of intoxication.
“Sarzo, stop that,” said Elmer, who operated Argy’s from a space barge stationed just outside the Aturi Cluster. “If the young Jedi Master could come here please. I pay you for your piloting and fighting skills, not to amuse the regulars.”
The glasses slowly lowered, then touched down gently on the wooden surface. Sarzo Lord, dressed in a dark brown, hooded robe, rose from his bar stool and walked over to the elderly proprietor.
“You’re crankier then Luke Skywalker was in his last years at the Jedi Praxeum,” Sarzo said.
The two humans faced each other, a study in contrasts. Sarzo Lord was 30, tall with long, black hair that touched his shoulders; Elmer was north of 70 and short. The remaining strands of grey hair on his head were sadder than most of his patrons.
“As one of the last graduates of that Jedi school you must’ve been a great disappointment to Skywalker. So many skills, yet your devotion to the bottle is as strong as your mastery of the Force.”
Sarzo laughed. “All the better for you, Elmer. What’s the next assignment?”
Elmer had hired Sarzo to be his ringer in the Tavern Wars, the ongoing conflict with a rival Outer Rim space tavern owner.
“Several enemy ships are making a delivery through the Hawkwind debris field, thinking we’d never go after them there. Take some pilots and stop them.”
Sarzo reflexively grasped the light saber at his side as he considered the mission.
“Out there you’re just as likely to be killed by a piece of space junk or an asteroid as you are by laser fire.”
Elmer cracked a toothy smile, something he rarely did.
“Just use the Force, young Jedi.”
Continue reading “X-Wing mission: Mayhem in the Hawkwind debris field”
Bake Travnor, the grey-bearded leader of Whiskey Squadron, couldn’t believe what he was hearing.
“A Jedi? Elmer has a Jedi working for him?”
Travnor’s boss, Lew the Hutt, nodded his huge brown and green head as he motioned for his employee’s drink to be refilled. Lew owned the Steamline Space Tavern, and the gastropod was fighting Elmer, the owner of Argy’s Tavern, over the delivery of booze and beer to their establishments. The Outer Rim Conflict was known as the Tavern Wars.
“More of a Dark Jedi,” Lew explained with an intimidating chuckle. “Sort of grey, really. He has a bit of a drinking problem, from what I hear. You’d probably like him.”
The Hutt had an assistant bring a local star sector map over to a table in his office at the Steamline, which operated out of a large space barge. “He’s human. His name is Sarzo Lord and I’ve got a tip that he’ll be leading several ships on a delivery of Kowakian Rum to Argy’s tomorrow.”
Travnor sipped his Corellian Whiskey, then placed the glass gently on the table. The veteran pilot had spent years flying missions for the Rebellion and New Republic. He knew what Lew was going to say before the words were spoken.
“Your job, Travnor, is to stop him.”
Continue reading “X-Wing mission: A Jedi gets ambushed”
Battles, conflicts and strife rage throughout the lawless Outer Rim Territories, but none have been as fierce as The Tavern Wars. The owners of two space taverns are locked in combat over deliveries of beer and booze to their establishments, which sit just outside the Aturi Cluster. Lew the Hutt and Elmer, friendly once but now enemies, hire rogues, pirates and freelancing pilots from various factions – as well as the occasional drunken Jedi – to get shipments to their joints and sabotage their rival’s operations.
Welcome to X-Wing Tavern Wars, a fast-play system designed to test out builds and practice for tournaments – or just enable you to get more games in. X-Wing Tavern Wars is meant to be played quickly, either by two players or solo. Agonizing for 10 minutes over a maneuver doesn’t make sense when the round is up in less than an hour.
Each player has a maximum of 150 points (Second Edition) to spend on a list. Round time is 50 minutes, to be played on a standard 3′ by 3′ battle mat.
For a two-player skirmish each person picks a space tavern to represent, either Argy’s (Elmer) or The Steamline (Lew the Hutt). Argy’s players may use Force abilities if they wish, Steamline players cannot. Steamline players may use Whiskey Squadron special rules.
Each player selects two obstacles for standard play. Specific missions and scenarios may dictate different obstacle numbers and specific placement.
For solo play, pick a 125-point squadron. The AI system gets a 150-point squadron. We use Herkybird’s original solo system or for certain Empire ships the cards for HoTAC.
The winner: A) Destroys all enemy ships. B) Completes the mission objective. C) Destroys the most points by the end of the round if neither A nor B is accomplished.