Making 3D obstacles.

By CliffordHolm, in X-Wing

I’m about to make some 3D obstacles representing the interior of the Second Death Star.

I need some advice.

For ease of game play, with the ship parts sticking out and having to move them on templates should I put these obstacles on a base, perhaps a used CD? I’m thinking I’d declare both the object and the object’s base the same as an asteroid as far as the rules go. The thin base is not for stability of the object; it too accommodate a ship’s fin if need be.

Or is that too much hassle and I’ve over thought it?

Will the object, let’s just say it’s a cube, interfere with moving the mini? Will there ever be a time where a legal move can’t be represented in the game because a 3D terrain piece is in the way?

If someone has made and played with this type of thing please share any tips and advice.

Thank you,

Cliff

There are a set of house rules that I came across (search for Death Star Trench Run Singapore) which might be a good base for a 2nd DS run ruleset.

The thing is you are looking at probably straights, boosts and barrel roles for manouvering unless you are making the approach really wide.

You could then make a house rule for climb/dive to get up or over an obstacle in your path using an evade action - no token big splat (no shields) role damage die for ships with shields hit - 1 shield, crit 1 shield & 1 hull.

As for terrain I would go for box shapes rather than CDs. Make some cardstock templates to put under your 3d terrain for manouvering. And vary the obstacle heights in line with peg heights 0-2 (or 1-3 if you have spare).

Edited by Arden Fell

Thank you. I'll look up those rules during my lunch break today.

How about using pilot skill vs maneuvering into a tight or inclosed space?


PS / ( Maneuver + Angle ) used on entry = number of Defense dice + any Focus or Evade tokens used
Angle =
Bank 3 = 1
Turn 3 = 2
Bank 2 = 3
Turn 2 = 4
Bank 1 = 5
Turn 1 = 6
Straight = 0
Maneuver =
Ionized +4
Barrel Roll +3
Boost +2

All values are rounded to the nearest whole number .

Obviously this can have a negative value; However, the values should reflect a pilot's ability to accurately negotiate entrance into an enclosed space.

Use the straight maneuver template determine how tight a space is to enter and that will be the number of Attack dice:

Move 1 represents the width of a fighter's base= Six(6) attack die(Medium ship +1 die)
Move 2 represents the width of a medium ship's base = Five(5)
Move 3 = Four(4)
Move 4 = Three(3)
Move 5 = Two(2)

I realize this may slow the action down, but it feels like it would accurately reflect a cinematic maneuver. Just like Han passing between two large asteroids or Lando entering(or turning in) the super structure of the Death Star II.

Also negative dice represent pilots simply bumping into a super structure.
Pilots could survive the bump, visa vis, blanks on the attack dice.
Once a pilot bumps into a super structure entrance, the pilot is now inside if they survive the bump.
If no defense(dice) are used and the pilot does survive; next turn they would be required to make a second attempt, even though they survived the first. This would represent stabilizing their ship. Pilots could bump the super structure a second time.



Edited by LordCole

I am going test play this tonight after work. I never really liked 2D objects smacking into my 3D ship without challenging the die rolls.

I mean, sure, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1. But hey, never tell Han the odds, right?

LordCole

I think that maybe you have your Angles number the wrong way around.

PS / (angle + manouver) = Defence Dice

Example 1: Wedge does a 3 bank and boost = 9 / (1 + 2) = 3 defence

Example 2: Wedge does a 1 turn and boost = 9 / (6 + 2) = 1.125 = 1 die

Surely the second is the easier manouver in a tight space.

Edited by Arden Fell

LordCole

I think that maybe you have your Angles number the wrong way around.

PS / (angle + manouver) = Defence Dice

Example 1: Wedge does a 3 bank and boost = 9 / (1 + 2) = 3 defence

Example 2: Wedge does a 1 turn and boost = 9 / (6 + 2) = 1.125 = 1 die

Surely the second is the easier manouver in a tight space.

I considered that thought at first; However, the tighter the maneuver and tighter the entrance the harder it should be.

High PS offsets the difficulty when performing a graceful bank 3 vs a hard 1 turn.

Academy Pilots trying to pursue Wedge are more likely to smash into the obstacle.

At least that is what my thought process was.

EDIT:

*mind you, once inside, a straight maneuver through a straight tunnel would require no challenge.

** if a pilot lined up to fly themselves straight into the entrance prior to the entrance, they would simply roll defense(PS + Focus/Evade) vs the width of the entrance.

Edited by LordCole

Yeah but academy pilots would more likely smash anyway. PS 2 / anything is going to be 1 die (literally). :lol:

Remember that the manouver has an indication of speed as well as direction. A 3 bank is carried out at a faster speed than a 1 turn. That's why they are red and not green; they create stress.

A slow tight turn is easier than a fast sweep in a tight space.

Edited by Arden Fell

Yeah but academy pilots would more likely smash anyway. PS 2 / anything is going to be 1 die (literally). :lol:

Remember that the manouver has an indication of speed as well as direction. A 3 bank is carried out at a faster speed than a 1 bank. That's why they are red and not green; they create stress.

A slow tight turn is easier than a fast sweep in a tight space.

Yes, I see your point.

the Higher PS should still offset the negatives, but reversing the Angle values would be more accurate.

How about using pilot skill vs maneuvering into a tight or inclosed space?

PS / ( Maneuver + Angle ) used on entry = number of Defense dice + any Focus or Evade tokens used

Angle =

Bank 3 = 6

Turn 3 = 5

Bank 2 = 4

Turn 2 = 3

Bank 1 = 2

Turn 1 = 1

Straight = 0

Maneuver =

Ionized +4

Barrel Roll +3

Boost +2

All values are rounded to the nearest whole number .

Obviously this can have a negative value; However, the values should reflect a pilot's ability to accurately negotiate entrance into an enclosed space.

Use the straight maneuver template determine how tight a space is to enter and that will be the number of Attack dice:

Move 1 represents the width of a fighter's base= Six(6) attack die(Medium ship +1 die)

Move 2 represents the width of a medium ship's base = Five(5)

Move 3 = Four(4)

Move 4 = Three(3)

Move 5 = Two(2)

I realize this may slow the action down, but it feels like it would accurately reflect a cinematic maneuver. Just like Han passing between two large asteroids or Lando entering(or turning in) the super structure of the Death Star II.

Also negative dice represent pilots simply bumping into a super structure.

Pilots could survive the bump, visa vis, blanks on the attack dice.

Once a pilot bumps into a super structure entrance, the pilot is now inside if they survive the bump.

If no defense(dice) are used and the pilot does survive; next turn they would be required to make a second attempt, even though they survived the first. This would represent stabilizing their ship. Pilots could bump the super structure a second time.


I realize this seems harsh, I just made this up on the fly.

Fixed

I am also considering, who the heck has all those dice laying around? I am considering trying to tweak the formula so the max dice either way(attack or defence) would only be six(6)

I can see what you were thinking with regards to the reverse values, but I think the use of PS / (A+M) and width for attack dice will limit the number of Rookies following Wedge.

Also it is kinda counter intuative with regards to the manouver dial.

Wedge as in previous examples heads into a Move 4 width space.

With the old values:

Example 1: Get 3 defence but take 1 Stress vs 3 attack dice.

Example 2: Get 1 die but you can take an Evade vs 3 attack dice.

I'm not sure that balances. It may be a case that that is a better set up, but I suppose it depends on your dice rolls.

And I'm never that lucky.

With the revised values:

Example 1: Get 1 defence and take 1 Stress vs 3 attack dice.

Example 2: Get 3 dice and take an Evade vs 3 attack dice

Well that 2nd example takes it down to 3 vs 2 in your favour for tight manouvering.

Your option would be to use the Red, White, Green of the dial then.

Red = 5

White = 4

Green = 3

This would also apply to straights, as doing a 4 straight in the super structure would be a high risk as you are likely to encounter some obstacle.

Hmmm. I would maybe swap boost & barrel role around, maybe. As boost moves you forward 1 movement and roll only moves you 1/2 and 1 sideways. No actually you are right, forget it.

Edited by Arden Fell