One of the things I like about X-Wing is the simplicity and elegance of the maneuver templates. This got me thinking of some new ways these could be used to give a different gaming experience in the form of a racing variant. Here the emphasis is on speed and outmaneuvering your opponents around a course to cross the finish line first.
In keeping with the Star Wars theme it will be loosely based on pod racing dynamics as seen in Episode I. All this means is that as the pilot you control speed, and how much you want to overheat your engines to go even faster! I also wanted to use as many of the game components in the core set as well as the miniatures themselves to stand in as their atmospheric racing equivalents. The setting therefore could be based on demilitarized versions of the ships, stripped of weapons and shields. Instead they have repulsorlift drives that propel them at high speeds a few feet above the ground while still performing in a similar way to their space traveling counterparts except they have traction and can lose control at high speeds.
In this first post I will take a look at creating the raw attributes of the racers based on their X-Wing stat cards. The key attributes are:
Speed
Acceleration
Braking
Boosting
Handling
Cooling
Repairs
Damage
Cooling and Repairs refer to onboard systems that are used to control engine overheating and some self-repair mechanisms that can be used during the race. The other attributes should need no explanation!
Speed
Each racer has two speed categories: cruise speed and flank speed and these are both determined by using their maneuver dial.
Cruise Speed = the maximum straight forward speed on their dial. Add +1 if they have the Barrel Roll icon. (K-turns do not count for this)
Flank Speed = the number of different green maneuvers on their dial (not counting Left and Right versions separately) + their Cruise Speed.
Acceleration
All racer's start with a value of 2, they receive +1 if they have the Boost icon.
Braking
This is equal to their "Hull" value.
Boosting
This is equal to their "Attack" value.
Handling
This is equal to their "Agility" value, they receive +1 if they have the Evade icon.
Cooling
This is equal to their "Shield" value +1.
Repairs
All racer's start with a value of 1, add +1 for each of the following: Astromech, System or Target Lock icons.
Damage
This is equal to their "Hull" value.
Using these simple rules we can create the racing version of the ship designs. Let's look at two likely candidates: the A-Wing and the Interceptor.
A-Wing
Flank Speed 11
Cruise Speed 5
Acceleration 3
Braking 2
Boosting 2
Handling 4
Cooling 3
Repairs 2
Damage 2
TIE Interceptor
Flank Speed 10
Cruise Speed 6
Acceleration 3
Braking 3
Boosting 3
Handling 4
Cooling 1
Repairs 1
Damage 3
If we add up these numbers then they both total 34 points and overall they both have fairly similar types of performance as you might expect. You may also have noticed that both can potentially move at speeds far beyond the normal limitations of a single maneuver template and this will be covered in another post. In the meantime you may like to determine the attributes of some of the other ships. At the moment the focus is on small ships but it may be possible to use large ships with some minor adjustments.
Edited by DB Draft




