Ideas for more Obstacle types?

By DarthEnderX, in X-Wing

I like the idea of leaving the ship on the table for 1 round after being destroyed and treating it as a debris field until removed.

And my old idea- New "Space Tumbleweeds": asteroids token with template nubs that drifts1 straight, turn or bank every round, in a randomly determined direction OR the token has a pre printed bearing on it. These rocks can be attacked: Hull2/Agility1.

Edited by dewbie420

Ever notice nobody says anything about the satellites that came in the original core set? I love using them in casual games for a couple of reasons. They are smaller which makes them both easier and harder to avoid. Once you use them you will understand. They mix up the board visually and add great dynamics. Use them with standard asteroid rules in an epic game and it really adds believability to the board in 100 point games it's real easy to ignore them Cuz they are so small until they screw up you game winning shot when you have to shoot through it giving your opponent bonus evade dice. Definitely my favorite additive when things start feeling stale

Ever notice nobody says anything about the satellites that came in the original core set? I love using them in casual games for a couple of reasons. They are smaller which makes them both easier and harder to avoid. Once you use them you will understand. They mix up the board visually and add great dynamics. Use them with standard asteroid rules in an epic game and it really adds believability to the board in 100 point games it's real easy to ignore them Cuz they are so small until they screw up you game winning shot when you have to shoot through it giving your opponent bonus evade dice. Definitely my favorite additive when things start feeling stale

There's all sorts of stuff you get extra with the expansions as well, those containers that come with the Corvette? A whole bunch of stuff you can use.

Mines, just lots of mines waiting to be set off

Using a proxy, cornor, or cluster mines as some of the 3 obstacles you can deploy. That'd be awesome. And dangerous!

That is always a fun variant.

Now that Super Dash players are allowed to ruin the game and pick 3 of the largest debris fields, and swarm players are allowed to pick the microscopic new core set asteroids, I think it's time to legalize epic ships as obstacles in standard play. Maybe epics would take 2 obstacles, allowing you a third one still.

Being able to pay points to trade your obstacles for Conner Nets and Mines that you place during setup would be cool too.

Now that Super Dash players

Really? Who were you in a previous life, Cato the Elder?

Ceterum censeo Dash Rendar esse delendam.

Have put together a solid campaign system but it is not ready for publication. For some battle locations the obstacles are fixed and others are random. Here is a full list of all possibilities. Some are my own invention, re-written rules from expansions and also from other peoples previous examples. I do not have to time to check each now to give credit where it is due. Here is the list.

No Asteroids

Battles in this location do not use any asteroids.

Light Asteroids

Battles in this location use 4 asteroids. Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids. The player with initiative places the first asteroid and no duplicates are allowed.

Regular Asteroids

Battles in this location use 6 asteroids. Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids. The player with initiative places the first asteroid and no duplicates are allowed.

Dense Asteroids

Battles in this location use 8 asteroids. Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids. The player with initiative places the first asteroid and no duplicates are allowed until at least there are 6 unique asteroids on the map.

Meteor Shower

Battles in this location use 6 unique asteroids. Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids. The player with initiative places the first asteroid. From the perspective of the player with initiative the left neutral edge of the map is the asteroid entry edge and the right neutral edge is the asteroid exit edge. At the end of the activation phase each asteroid is moved towards the asteroid exit edge. To do so a range ruler is placed perpendicular to the asteroid edge with the tip of the range ruler in line with the part of the asteroid closest to the asteroid entry edge. The asteroid is then moved maintaining orientation so the edge of the asteroid closest to the exit edge is now in line with the range 2 marking on the range ruler. While moving the asteroid, if a ship’s base is between the starting and final position of an asteroid or the final position of the steroid overlaps a ship base then that ship is considered hit. Small ships and large ships are destroyed and the asteroid stays in play. Huge ships are dealt one face up damage card to the section struck (if both sections are hit the opposing player selects the section to assigns the damage to) and the asteroid is removed from play. Asteroids that move off the play area are removed. At the end of the planning phase each asteroid that was removed during the previous round is placed within Range 1 of the asteroid entry edge. Players alternate placing asteroids with the player with initiative going first. Asteroids cannot be placed overlapping other asteroids or ships.

The aforementioned rules are derived from the Raider Campaign “The Will of the Empire” mission R3A Meteor Shower.

Flare Activity

Battles in this location are subject to frequent solar flares. During the End Phase of every turn, roll an attack die. On a critical result, give every ship on the board a stress token. Battles in this location have 3 asteroids.

Comet

Battles in this location take place near a large mass of loosely aggregated rock and ice. The usual six asteroids are used with the player with initiative placing the first one anywhere outside Range 3 of all board edges. The second asteroid and third asteroids must be placed touching an asteroid already on the board. Further asteroids may be placed anywhere on the playing surface including touching existing asteroids.

Cosmic Dust Cloud

Battles in this location take place within a dense collection of gas and dust, reducing visibility and the effective range of equipment. Attacks at range 2 get an additional defense die and there is no bonus attack die for range one attacks. Battles in this location use 6 unique asteroids. Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.

Derelict

Battles in this location take place near an abandoned ship hulk(s). Use one epic ship or two large ship bases as an obstacle and three asteroids. The player with initiative can choose to place either the ship obstacles or the three asteroids. The other player will place the remaining obstacle(s). All obstacles must be placed outside Range 2 of all board edges and outside Range 1 of all other obstacles.

Planetary Ring

Battles in this location take place near a thin, continuous disk of ice and rock particles that are thick enough to degrade weapons fire and obstruct sensors. The player with initiative will choose any map edge and place a large asteroid token adjacent to it. The asteroid must be a minimum of range 2 from any map corner. Next, the other player places a large asteroid token on the opposite map edge, also minimum of range 2 from both map corners. Range rulers can then be used to determine a straight line between the two. The player with initiative then places an obstacle (asteroid or debris cloud) at range 1 from the map edge on the imaginary line followed by the other player until there are a string of asteroids at range 1 from each other stretching across the map.

The asteroids represent denser parts of a planetary ring that intersects the combat area. Attacks crossing these asteroids count as attacking across an obstacle (giving the defender an extra defense die), but ships may execute maneuvers through or overlap the ring without effect (no damage roll or losing actions). Target locks cannot be made if the closest line passes through one of the ring asteroids and existing target locks are removed during the End Phase if the closest line from the locking ship and its target passes through the ring.

Minefield

Battles in this location take place in an old minefield. Players place six obstacles that represent mines. Most players will not have 6 proximity mine tokens so the order of obstacles representing the proximity mines is as follows:

  • Proximity Mine
  • Debris Cloud
  • Asteroids in order from largest to smallest.

If a player moves through or lands on an obstacle representing a mine then that player rolls three attack dice and suffer all hits and crits. The obstacle overlapped is then removed from the play area.

Debris Cloud

Battles in this location take place near several amalgamations of debris clouds from either previous battles or accumulation of waste from human habitation. Players place three debris cloud tokens as if they were asteroids and 3 asteroids. The rules for overlapping a debris cloud are:

When a ship executes a maneuver in which either the maneuver template or ship’s base overlaps a debris token:

  • Execute the maneuver as normal
  • Assign a stress token to that ship after the "Check Pilot Stress" step
  • Roll one attack die. On a crit result, the ship suffers 1 critical damage.

A ship that is overlapping a debris cloud token during the Combat phase may perform attacks.

Edited by Peregrine

I have ideas for more ordinance types.

Like increased fines for revealing a red maneuver while stressed in a school zone?

You got it.

I like the idea of range restriction (max range 2) when firing through a cloud debris

Debris field (Rebel Version). Imperials only. Made up of vaporized Alphabet Wings the Rebel Debris field can be used instead of regular debris or obstacles. Any Imperial player who overlaps or moves through a Rebel Debris field roll one attack die. On a hit or crit roll an extra attack die during your next attack. When Rebels overlap or move through a Rebel debris field roll two attack dice and suffer any damage. Then weep inconsolably at your dead pals.

Ever notice nobody says anything about the satellites that came in the original core set? I love using them in casual games for a couple of reasons. They are smaller which makes them both easier and harder to avoid. Once you use them you will understand. They mix up the board visually and add great dynamics. Use them with standard asteroid rules in an epic game and it really adds believability to the board in 100 point games it's real easy to ignore them Cuz they are so small until they screw up you game winning shot when you have to shoot through it giving your opponent bonus evade dice. Definitely my favorite additive when things start feeling stale

I'd use them for electronic warfare.

Flying within range 1 of one means you can't target lock maybe?

Or the alternative, flying within range 1 of these shakes target locks / you cannot target lock or be target locked.

Edited by DariusAPB

The exogorth, Giant space worm/slug

Gravity/Magnetic anomalies like small black holes or worm holes

Armed asteroids i.e defensive turrets on asteroid

Gas/Dust clouds

moving asteroids

meteor storms

Space Vixens. / Sirens

any ship that ends it's maneuvre within range 2 of a space vixen asteroid MUST barrel roll(1) towards the asteroid. If it overlaps, it suffers one (CRIT)

... If he's married and the wife is in crew, he suffers 2 crits.

Edited by DariusAPB

Mines, just lots of mines waiting to be set off

Using a proxy, cornor, or cluster mines as some of the 3 obstacles you can deploy. That'd be awesome. And dangerous!

Why not make them like the mines in TIE fighter and allow them to make attacks with 2 dice out to range 3 and targetable, Destoryed with one hit or crit result. Or maybe the range can be less.

Maybe let hem fire at the end of the activation phase?

Edited by GrimmyV

Addendum to Space Vixens:

Captain Kenkirk barrel rolls 2 towards them(where possible) However once he overlaps he does not suffer crits.

Remove the space vixens from play. Lose a crew member, that crew member has died and has been replaced by a space vixen.

Gravity/Magnetic anomalies like small black holes or worm holes

That's Pacman hole xD

Gravity/Magnetic anomalies like small black holes or worm holes

Oh man, I really love the idea of a worm hole where you fly in at one part of the table and come out another.

Overlapping this obstacle at any point during a maneuver immediately causes the ship to exit the matching obstacle using a [one straight] template on the same heading as it entered the first obstacle. This ship then gains a Stress token.

Overlapping this obstacle at any point during a maneuver immediately causes the ship to exit the matching obstacle using a [one straight] template on the same heading as it entered the first obstacle. This ship then gains a Stress token.

Overlapping this obstacle at any point during a maneuver immediately causes the ship to exit the matching obstacle using a [one straight] template on the same heading as it entered the first obstacle. This ship then gains a Stress token.

Unfortunately, I don't think there's any objective way to determine "same heading", so you'd probably have to do a random heading instead.

For casual play, simple: Controlling Player picks up ship by base, moves to other obstacle, places down wtih facing as agreed between all players.

For Official/Tourney play? Will never happen due to logistics/argument nightmare, lol. Yeah, random direction might be easier... and potentially more deadly. Falcon/large base ship pops into Wormhole A, pops out of wormhole B... too close to and pointed at the board edge to escape 'destruction'.

(EDIt to juggle response flub. NOTE: Edit function leaves something to be desired...)

Edited by mearn4d10

Nebula gas and atmospheric clouds for me please. Three of each to put in another pair of large base ships.

Nebula gas: Huge size tokens. When flown through or into, roll one defense die. On a evade result, receive one evade token. Obstruct attacks as normal.

Atmospheric clouds: Huge size tokens. When flown through or into, roll one defense die. On a evade result, receive one evade token. Obstruct attacks as normal. Ground game only

This would give a nice twist to obstacles since it's a positive to line up through then, but even better if you can just barely skirt through ones edge or punch straight through one so you get a clear shot with an evade token, but diving through or into one can save you too. Just don't plan on k-turning back at the guy since he'l they'll have a free evade too!

Mynock Swarm: When ship's template or base overlaps this obstacle, roll 1 attack die. On a Hit or Crit, deal one face up damage card to the ship.

Wording is all fuzzy but basically Mynocks will wreck you and ignore your shields.

Going by the two types of obstacles we have already (damage and stress) I figure the next logical one to add will be something like:

Plasma cloud:

Move over/ Land on it and receive 2 ion tokens. If you land on it you can still shoot in the combat phase.

What about positive obstacles? Ones that can be used to regen shields, overcharge weapons, spehz vixens?

What about positive obstacles? Ones that can be used to regen shields, overcharge weapons, spehz vixens?

That'd be harder to implement, what would help you? What kind of structure?