Game play with my Kickstarter Asteroid ...AKA rule and scenario ideas

By shotbyscott, in X-Wing

So my "Kick Ass-teroide" has arrived in the post (see link below for more info)

https://www.kickstarter.com/projects/combatzone-scenery/asteroid-base-and-space-station


But now i need to come up with a few balanced rules and scenario ideas.... I have a few mission ideas like

  • docking a GR 75 for supply reload while scum raiders try to take its escort
  • Imperial assault on scum base
  • Imperial prisoner transfer while the rebels attempt to free the "rebel captive"

What sought of stats/points/equipment/mods/etc would you give the base (see photo below for an example of what it looks like)


photo-original.jpg?v=1425970616&w=1536&h

ok just in case any one ever looks at this thread and wants to answer .... here is my first attempt at an asteroid base card (yes i know its on an empire template but the web site wouldn't let me change it for some reason.

The first idea is you buy a naked station and customise it with points .... e.g 3 Ion turrets and some crew

18231022429_d91f206820_z.jpg

If it can shoot up to all 3 then it's a better Decimator almost same hull too. Double it's price at least

All great scenario ideas. Some other thoughts:

- for the imperial assault you could have factor in a shuttle landing/docking to deploy a boarding party that takes up one or both of the crew slots. Each crew slot boarding party could roll a number of attack dice vs the base defenders' green dice to represent the battle for control.

- the potential really opens up in Epic play with options for rearming ordnance or repairing ships (shields, crits, etc).

For the card, perhaps consider some of the huge ship rules and upgrades? It could run energy to power weapons, regen shields, jam, repair docked ships, etc.

If it can shoot up to all 3 then it's a better Decimator almost same hull too. Double it's price at least

Well it can't move out of arcs like a decimator with EU can so it's gonna get hit more often but yeah up its points some.

If it can shoot up to all 3 then it's a better Decimator almost same hull too. Double it's price at least

Well it can't move out of arcs like a decimator with EU can so it's gonna get hit more often but yeah up its points some.

At the moment it is un-armed... you still have to buy the turrets and it can move so all you have really bought for those points is a large target.

For the card, perhaps consider some of the huge ship rules and upgrades? It could run energy to power weapons, regen shields, jam, repair docked ships, etc.

I was wondering that my self, I'll have try it out. I dont know how it will work with no movement

- the potential really opens up in Epic play with options for rearming ordnance or repairing ships (shields, crits, etc).

Ohhh that is something to work with .... l

Why not give it energy and actions from epic?

Also, make up your own critical hit deck. You will need things that take out turrets and other functions. Maybe some crits add debris fields near it as it blows off chunks of the base?

You can also have portions of the base be different sections to target. So, the main building is one and the hanger is the other.

Edited by heychadwick

I would allow ion tokens to have an effect. Maybe something like "At the start of combat, for each ion token on this base, choose one of your secondary weapons. That weapon cannot fire this round."

This would be pretty flavorful and would make the base a little less awesome against ion-based opponents.

Or make it like Epic and require the weapons to use Energy. Ion removes energy.

Ion removes energy makes scene ... How much energy should it have, it cant move so it wont need any there.

18485644935_71e59a8cb3_o.png

Spent more time on this than I can spare as I have a couple of other projects on the go,
https://community.fantasyflightgames.com/index.php?/topic/176904-stop-gap-measure-for-sv-epic-ships-house-rules-for-sv-gr-75-transport/
https://community.fantasyflightgames.com/index.php?/topic/178925-♦-expansion-release-dates-waves-aces-epic-to-wave-19-unoffical/
...but I found your card too XXX not to help out with making one.
I'm sure you can take it from here.

18499445405_2887eb6efd_c.jpg

Edited by gabe69velasquez

now that is cool .... but what should it cost.....

Edited by shotbyscott

I just can't get over how beautiful those uglies are.

I think a repair mechanic in X-Wing would be really cool. It would definitely require the Asteroid Base taking its actions last, like epic-scale ships. I'm thinking the mechanics would work something like...

Landing: When a small-based ship would end its maneuver over the Asteroid Base's landing pad, it may use its action to land. A ship with stress or ion tokens may not land. While landed, the ship cannot set maneuver dials, take actions, or attack. A landed ship has 0 Agility (before range/obstruction bonuses), but is protected by the shield points of the Asteroid Base.

Taking Off: On any round after a ship has landed, it may take off during the activation phase. It does not set a maneuver dial, but rather turns the ship to whichever direction as it lifts off. Then, the ship may take an action. On the next round, the ship may move normally.

Now I'm not too sure on large-based ships, since I'm not sure that one could actually fit on that landing pad. If it does, it can just use the same rules as the small-based ships. Otherwise...

Docking: When a large-based ship would end its maneuver within Range 1 and parallel to the Docking Area of the Asteroid Base, it may use its action to dock. Move the closest side of the ship's base adjacent to the Docking Area. While docked, the ship cannot set maneuver dials, take actions, or attack (I'm thinking turreted ships can still attack while docked). A docked ship has 0 Agility (before range/obstruction bonuses), and is not protected by the shield points of the Asteroid Base.

Undocking: On any round after a ship has docked, it may undock during its activation phase. It does not set a maneuver dial, but rather separates from the station (use Barrel Roll to represent separation) and may take its action normally. On the next round, the ship may move normally.

And then the Asteroid Base's actions will probably include some different methods of repairing the landed/docked ships. For example...

Patchup: Each docked or landed ship may discard one of its face-down damage cards.

Extensive Repairs: Each docked or landed ship may turn one of its face-up damage cards face-down.

Shield Recharge: Each docked or landed ship may recover 1 shield point.

So each action is definitely worth using, but it'll take quite a while to fully repair a ship. I'm also thinking some kind of Munitions Restock ability.

Munitions Restock: Choose 1 docked or landed ship. That ship may replace one of its spent secondary weapons.

Stations work best as immobile huge ships, with access to huge ship actions and upgrades.

I've made a few scenarios that include stations (usually being attacked), including Gamma Base and Attack Run.

One other thing that can make stations distinct is giving them rules that make them more difficult to destroy. I commonly include a special rule set for stations that makes them almost impervious to primary weapons, cannons and turrets - and vulnerable to missiles, torpedoes and bombs. I think it makes things a little more interesting as you can engineer situations where players really need to escort specialized bombers to their target. There's an example of those rules in Attack Run.

Stations work best as immobile huge ships, with access to huge ship actions and upgrades.

I've made a few scenarios that include stations (usually being attacked), including Gamma Base and Attack Run.

One other thing that can make stations distinct is giving them rules that make them more difficult to destroy. I commonly include a special rule set for stations that makes them almost impervious to primary weapons, cannons and turrets - and vulnerable to missiles, torpedoes and bombs. I think it makes things a little more interesting as you can engineer situations where players really need to escort specialized bombers to their target. There's an example of those rules in Attack Run.

And you give ordnance a purpose too :)

I think missions are the best game.

Your base appears to be larger than a Decimator, so I was wondering why you chose only 10 hull?

18517185501_bf959ccefc_c.jpg

I think you can simplify the base text

Having how energy works is redundant and already in the rules. Have it fall in line with other EPIC ships.

I would probably change the turret upgrades to normal epic cannon upgrades.

"You may attack ships outside your firing arc with secondary weapons."

I would also add a square bottom to the base (no peggs needed), this makes it easier to determine range.

If you want you could add side arcs and front arcs but since you can shoot outside anyway (and a custom damage deck won't have the pilot crits) you can just have 1 arc.

I would expect a base to have large ship-equivalent turrets, not small ion cannons and blaster turrets

Edited by macar

Your base appears to be larger than a Decimator, so I was wondering why you chose only 10 hull?

18517185501_bf959ccefc_c.jpg

How did you make this ?

Did you use a template and photoshop or some kind of ap?

How did you make this ?

Did you use a template and photoshop or some kind of ap?

Why, is this the version you prefer?

no i was hoping you had some sought of temple system. i have seen them for rebel and empire (pilot card makers) but not for scum or huge ships

no i was hoping you had some sought of temple system. i have seen them for rebel and empire (pilot card makers) but not for scum or huge ships

no i was hoping you had some sought of temple system. i have seen them for rebel and empire (pilot card makers) but not for scum or huge ships

so why only 10 hull?

I didn't want to make it impossible to kill :)