Would this be too powerful?

By Ken on Cape, in X-Wing

A ship that can do a 0 green K turn, and right after can both boost and barrel roll as free actions if you wanted?

A 0 K-turn is a contradiction in terms.

What's the rest of the dial?

I agree with Red Castle. If a ship has a 0 green K turn, and perhaps a green stop as its only greens, and then has white 1 forward and 1 bank, and red 2 forward, then no, I don't think it's OP. I would not give the ship Boost or Barrel Roll though. And to prevent them from doing that, I would do something like they did with the phantom, give it a Mod unique to that ship that is basically an auto include. Perhaps it starts with 2 attack dice, and for 4 points you can put an Enhanced Weapons Modification that adds a 3rd attack die. I suppose it could still EH BR though...

for the 0 K well for one it wont be a K turn you have to make a new maneuver for the dial. Much like how the 0 stop red is not a 0 straight. The stop is its own maneuver.

Also there is the challenge of moving the ship 180 without moving it. I am sure most would just put a 1 straight template down or any other maneuver template between the guides and just turn the ship over so that the guides of the other side of the base are not lined up with the same side of the maneuver template. Still though that would not be a K-turn or a stop.

Also 1 unique maneuver doesn't necessarily make the dial. The Tie Defender is living proof of that.

Edited by Marinealver

Generally if you have to ask, then yes, it probably is.
In this case, it certainly is. Allowing to sit still or turn around at will, then take free movement actions? Really pushing it there.

Give it a turret too!

Seriously, that it's a green 0 then yes, that you can also 180 turn (pointing out the difference there) then yes, utterly.

Would allowing a ship to turn in place as a green maneuver be broken? Not necessarily depending on the overall build of the ship but a white or red 'spin' maneuver would be a better place to start when testing the idea.

Would allowing a ship to take free Boost AND Roll Actions after a performing a maneuver be broken. I'm just going to say YES to this although if priced high enough a lot of 'broken' stuff could come down to playable although if the ability isn't used it should be junk.

I have mentioned the idea of some kind of mobile space gun which would have a number of unique maneuvers including 'reverse' maneuvers and even a 'spin' but it wouldn't have anything speed 2 or greater and I envision it as a light system whose firepower will mostly need to come from upgrades driving up the cost.

turrets exist

a 0 green K (or any color) would not even come close as long as you have an arc and as long as the only 0 maneuver it has is a k-turn

not moving is against the nature of X-wing miniatures (i.e, a game based on maneuvers) so you' have to have another cost associated to it ala the shuttle's red stop maneuver (the cost here would be flipping the arc around, making you potentially lose shots if you spam it) to avoid breaking the spirit of the game (then again, turrets exist, but at least the player using them gets to enjoy maneuvering)

the problem is finding a ship that could justifiably take it

Edited by ficklegreendice

Nah, it'll be fine cause I'm running this mod on all my ships;

Teleporter - 2 points (mod)

'When you reveal your you dial, instead of moving normally you may place your ship anywhere In the play area.. Then take a stress token'

People say don't fight fire with fire, but fighting absersity with absersity is probably fine!

Well yes, if all the thing can do was green 0 that's fine. But if it had other items in the dial allowing it full movement then that could cause problems.

Nah, it'll be fine cause I'm running this mod on all my ships;

Teleporter - 2 points (mod)

'When you reveal your you dial, instead of moving normally you may place your ship anywhere In the play area.. Then take a stress token'

People say don't fight fire with fire, but fighting absersity with absersity is probably fine!

Crew upgrade: Captain kirk........

(Alternate, Space marine Captain Kirkus- armed with 2 power fists).

If it does a green 0 it should also roll 0 green dice that turn if attacked. The green dice represent agility, and if you're spinning in place, you're not displacing yourself relative to the enemy's guns at all, so you should be considered a sitting duck.

If it does a green 0 it should also roll 0 green dice that turn if attacked. The green dice represent agility, and if you're spinning in place, you're not displacing yourself relative to the enemy's guns at all, so you should be considered a sitting duck.

Depends on the model size

At 1.5k it's quite acceptable to miss those mines on occasion - with the first shot anyway, assuming your lasers aren't chin mounted like a Y or a T/LN. In fact, really, the X-wing has a piss poor design - B-wing too, those shots are always so **** wide!

Edited by DariusAPB

If it does a green 0 it should also roll 0 green dice that turn if attacked. The green dice represent agility, and if you're spinning in place, you're not displacing yourself relative to the enemy's guns at all, so you should be considered a sitting duck.

Depends on the model size

At 1.5k it's quite acceptable to miss those mines on occasion.

Right, but I view the red dice as the chance of the aggressor missing, and the green dice as the chance of the victim dodging.

Eh kinda, but I always figured target size would play into it's 'hittability' afterall, a ship always gets it's red dice based on it's conditions, the target ship doesn't mitigate them at all, rather the ships own rules and abilities (mauler mithel for example) effect it. As does obviously range, primary/secondary etc.

I'd factor at least 1 agi dice based on being tiny.

Now admittedly, in your headcanon that extra dice at range 1 could be Magic Mithel being a top marksman, which is fine. But he can hit at a higher rate if it's a mine or a GR75.

Wheras the GR75 gets 0 agi, the mine would get 1-2.

Edited by DariusAPB

I still think it's more to do with the red dice being your chance to miss, because you can blank a roll even against an agility 0 target. I think the green dice is all about how much that ship can do to get out of your way. That's why large aggressors have 3 agility.

A ship that can do a 0 green K turn, and right after can both boost and barrel roll as free actions if you wanted?

Does the ship also have 5 attack dice?

A ship that can do a 0 green K turn, and right after can both boost and barrel roll as free actions if you wanted?

You're kidding, right? Yes, that's too powerful.

I still think it's more to do with the red dice being your chance to miss, because you can blank a roll even against an agility 0 target. I think the green dice is all about how much that ship can do to get out of your way. That's why large aggressors have 3 agility.

Aggressor flown by a droid therefore certain safety measures that apply to meatbags are disabled, so can for example perform a billion G turns.

ABSTRACT!

The word I was looking for is that the dice/rules are abstract. Really it's how one interacts with the other rather than the sole value of each.

What you are saying about the red dice being the pilots accuracy makes sense, but it isn't all of it. If it were, then surely an academy pilot would have less firepower than Magic Mithel.

Likewise Magic Mithel might have a higher agility than Academy.

Rather it's a combination of many factors that go into red dice, green dice and actions.

Use a focus for defense? maybe you are outright flying by the seat of your pants dodging fire? Maybe you shunted ELS to shields to deflect a hit.

Edited by DariusAPB

As others have said, it depends on the rest of the dial. For instance: if we take the HWK 290 dial, change the 1 speed maneuvers to white, and give it the green 0 speed K turn, that might almost be ok. In that case you'd have a slow ship with little green and a tinge of red. And a 1 die gun.

The question then becomes: under what circumstances would I be willing to fly this ship at all?

Right, but I view the red dice as the chance of the aggressor missing, and the green dice as the chance of the victim dodging.

Similarly, I view firing arc as the cone through which the pilot is moving their guns while maneuvering.

It would be interesting to see a ship where the standard 80 degree front arc was divided into an "inner" 25-30 degree zone and an "outer" zone of the rest of that 80 degrees. Shot taken on targets in the inner zone would automatically turn a focus into a hit.

in a vacuum, that kind of maneuver option would be far too good. You'd have to warp the rest of the ship's design radically downward to make it fit around the 0-Pivot w/free boost/barrel (lol wtf?), and I'm thinking the end result would be something either far too good or something that's chaff as a result of the necessary trade-offs because a middle ground is going to be so hard to reach when your starting point is so ridiculous.

Imagine starting with the idea of, "Is 10 base attack too much?" and the answer in a vacuum is plainly, "Yes!"; making a ship 'balanced' around that figure is going to be a chore you're unlikely to succeed at, and so it's just not a good starting point.

Not if all it's other moves were red. Or if it had a dial of 0 green flip, white 1-straight and no other moves, meaning it would have to use boost to change its bearing.

If the TIE Defender is proof of anything, it's that you can't use a single maneuver from a ship's dial to judge a ship's power level.

I don't think the movement is so much too powerful as too uninteresting. Part of the skill of piloting is that you can't sit in one place and spin around, you have to make movements which take into account your forward momentum in space or lift in an atmosphere. So, the idea of just sitting in one spot and spinning is one which is pretty divorced from the flavor of the game.