Boarding party card

By MAtk421, in X-Wing

Was just thinking about this randomly tonight. Maybe something along the lines of:

Large ship only

"At the end of the turn if your ship is touching another large ship you may discard this card to board the other ship. The other ship may not perform actions until they repel boarders by rolling a hit or crit"

Modification????

3-5 points or something like that?

Just an idea. I don't play large ships but I thought it sounded like a fun card

It sounds more suitable for Epic play than standard, but it's definitely a cool idea.

Interesting, but probably better for Epic or Armada. There's not much room for a boarding party on most of our large ships.

Mel's Miniatures already have a ship (ATR -6) with cards and tokens to do just that. Boarding and anti-boarding card upgrades for crew slots. PDF file download available from their site.

It sounds more suitable for Epic play than standard, but it's definitely a cool idea.

Based on his last sentence, I think he means Huge ships (Corvette, Tranport, Gozanti, Raider) rather than Large ships (YT's, Shuttles, etc). :P.

Short answer "no", long answer "nooooooo"?

Make it Huge ship only, and make it only when you collide with another Huge ship.

At the beginning of the Combat Phase, if you are touching an enemy Huge ship, you may roll one Attack die per non-crippled Ship Section Card assigned to your ship. The enemy ship suffers any Hit or Crit results.

I'm definitely in with regards to some sort of boarding mechanic, but there are many problems to overcome in the process.

I'd say something like a team upgrade makes the most sense, relegating it to epic play. Or perhaps special rules in a scenario.

Idea: Boarding Party, Team Upgrade

At the start of the combat phase, you may spend (x) energy to select a large or huge ship at Range 1-2. Discard this card to assign three ion tokens and a weapons disabled token to that ship.

Edited by Engine25

Could work with a Sentinel (troop carrier variant of the Lambda) - possibly would be a new upgrade type, it has happened in the EU lore (Kath Scarlet and her pirates tried to board and capture a Lambda but were driven away). However, the Lambda was disabled via ion cannons first.

Attempting to board via hull breach will probably kill everyone aboard a large or smaller ship as it would completely depressurize the ship, long before the breach is large enough to actually let a person through.

I would love to see this with the, i feel, innevitable First Order landing craft expansion.

This would also be a crew slot disposable.

Edited by That Blasted Samophlange

I think it's not that good for X-wing as an in game effect. The ship fighting is so fast that each turn is pretty short in real time. After someone boards, then there should be no game effect for 10-20 turns. At least, that's how I see it.

Of course, as a scenario mechanism, it's awesome. Protect the senator's shuttle...errr boarding craft, as it tries to connect with the epic ship.

My same answer as i've made for many threads about this:

It's a good idea on the drawing board, but doesn't work in the games of x-wing that simulate less than a minutes worth of combat time.

Best to have an imperial assault / rogue trader 40k game inbetween x-wing sessions to simulate actual boardings, or treat it as plot.

Edited by DariusAPB

I have to agree with DariusAPB. It sounds awesome but in practice it may be more like once you board you need to switch to an Imperial Assault (IA) side board and every few IA turns play an X-Wing turn. Plus it must cost a ton of points. If you can take a 30 point large base ship and disable a 150 point Epic ship that would be devastating.

<_< Too bad really sound neat having boarding craft just not sure how to implement it in X-Wing.

[Edit] - P.S. Of course if there was a mission/scenario where you overlapped and that counted for boarding and take over then - Where's my new boarding card, ship and mission booklet :D

Edited by Ken at Sunrise

Dogfights and cleanup operations happen on different timescales. One can be over in 30 seconds while the other can last for hours.

The only situation in which something like this can work is a mini-game of x wing within a force and destiny or imperial assault campaign.

It's doable with a meta campaign.

I've wrote a half dozen different ones over the last two years.

Here's my current (with no IA integration yet). It's written in shorthand note form for brainstorming purposes.

Situation
Frigate / Battelgroup in sector.
12 Fighters
Sublight moves 1 hex per turn.
Each turn = 15 minutes
Repairing shields = full after combat.
Repairing hull = docked at frigate, 1 hull per hour/four turns.
Hyperspace * only to hyper points (within 1 hex) One per turn.

Opposition alert level.
0 Not alert. Basic patrols around nav points, key points. Not straying from these points. Patrols are not heavy. Authorizes: Standard 60 point Patrols. TIE/LN, TIE Interceptor, 0-1 shuttle, Z-95. ORS,Syck, X-wing, Y-wing, A-wing.
1 Barely alert/ alert to anomaly. As above, increased patrols around possible contact sites (where engagement last was). 60 point patrols of the above. Patrols become more frequent.
2 Alert As above, additional patrols, patrols in greater number or with heavier craft. Patrols around contact sites or around vector of combat sites. TIE/Bombers, B-wings, Khirazx, Firespray, Hounds Tooth authorized.
3 Increased Alert As above. Epic ships engaged. patrols at 120 point minimum total value. All Epic ships authorized. IG2000, B-wings, TIE Advanced, Punisher authorized.
4 Full Alert As above, full use of any tier3 tech (Punishers, Advanced, Defenders, Phantoms) Authorized. Kill team squads sent to engage (Tier3 craft, 150 point minimum). All ships authorized.


Completing a mission where contact is established with the primary OPFOR (or any opfor that tracks alert level) where all opfor is elimited always sets alert level from 0-1.
A second combat within four hours
Combat where a ship escapes combat and is able to either send out distress or elude pursuit automatically sets alert level to 2.
Any combat adds one to the above.

Scanners: Ships with target lock on their action bar add +2 to scan strength Ships with a system slot add +2. Basic scan strength is by default 4. Scanning is passive.

To scan: Scan score has to be a positive number (above 0)
Each square between scanning ship and any scannee. -1
Asteroid field -1 per hex
Debris field -1 per hex
Nebula -2 per hex
Cloaking device on scannee -4
Stealth device, Stygium, Advanced cloaking device -2
Scanned ship did not move it's last turn -2
Ship is large (+2) ship is huge (+4).

Scannee goes by the easiest scanned in a a group, for example if a raider is in a group of phantoms, and a ship spots it, it enters the same combat with the whole group unless the unscannable ships choose to withdraw.




Recovery: When a ship is destroyed, roll a D6 for each Pilot, Droid Team and crew. Teams on huge ships are assumed killed on criticals that remove teams, or otherwise crippled results. On a D6 result of 4-6 they have ejected safely On a result of 2-3 they are injured/damaged and may not used for 1D4 hours. On a roll of 1 they are KIA or destroyed.
Roll seperately for a ship (if it has now been taken out by flachette or ion weapons, see below) on a 5 or 6 the ship may be recovered, when returned to a base facility or carrier with hangar room it may be repaired at a rate of 1 hull per hour, flyable after half of it's hull rounding up has been restored. Any modifications/system slots require another hour to repair after hull is rated as flyable.
Ejected pilots, droids, crew, teams and ships may be recovered by either side as long as a large ship with at least 2 crew slots is in the group recovering. Living pilots and crew require rescue within one hour.
*Any ship that has it's last hull removed by an ion or flachette weapon (excluding critical effects from an ion battery) may be recovered automatically.
In the case of any pilot shot down by an ion weapon, they may be rescued or captured at any time.

Recovery procedures: Uncontested - Pilot is automatically recovered or captured.
Contested: Leave a token representing each asset as an objective in the game map. A large ship (min 2 crew) must overlap this tolen and roll three red dice, they must beat the results of three green dice to retrieve.

Capture: Captured pilots have a chance of revealing enemy presence/last known presence. On a roll of 6 on a D6 reveals location of a randomly determined asset.
Captured pilots may be rescued on raids against the facility or starship they are being held, captured pilots may count as an asset for randomly determining locations revealed.



XP: 1 per damage point inflicted.
1 per ship killed.
1 per assist via ability (giving target lock, focus) which results in a damage or kill.
1 per defend via ability (either taking the hit on behalf, or granting evade/focus used to evade at least one hit or crit)
2 per pilot on a successful mission.
1 per pilot on an unsuccessful mission.
-1 Friendly fire.
-2 Directly causing failure of mission.
Captured pilots: Lose 1XP per hour. do not lose abilities.



Abilities: Same as aturi - copy paste here Basically for each PS 1XPS, amy buy abilities for cost=PS
XP may be transferred to prestige for purchasing upgrades however the players decide on a 1 XP point to 1 prestige point factor.
Ship upgrades: May be requisitioned based on prestige (which is basically shared XP) difference is requisitions must be delivered via transport to HQ point. New ships, upgrades and ordnance pool replacements.

Ships may only be purchased by the pilot who will be flying them.
Ships and equipment can only be purchased at a home base or carrier.
Ships and equipment can only be equipped at a home base or carrier.
XP can only be traded in to prestige at a home base or carrier.


Ship Tiers:
Tier1: Z-95, TIE Fighter. Starting Tier.
Tier2: X-wing, Y-wing (S3 or A4 must be specified at purchase), Syck, Khirazx, TIE Interceptor, TIE Bomber. 5 prestige to purchase. PS2 purchase requirement
Tier3: A-wing, B-wing (E2 must be specified at purchase), TIE Advanced(X1 automatically included))YT1300(ORS stats), Lambda Shuttle. 10 Points to purchase. )TIE/FO PS4 purchase requirement
Tier4: E-wing, K-wing, T-70, TIE Defender, TIE Phantom, Trilon Aggressor, Firespray-31, YV666 PS6 Purchase requirement. 20 Points to Purchase.
Tier5: YT2400, VT-49, VCX, YT1300 (Character stats). PS8 Purchase requirement. 40 Points to Purchase.
Tier6: Capital ship command. PS10 required. PS reduced by 6 on purchase. 100 Points to purchase. GR75, Gozanti.
Tier7: Capital ship command 2. PS10 and Capital ship command required. PS Reduced by 6 on purchase. 200 points to purchase. CR90, Raider.


Ordnance pool: all ordnance is bought in packs of 10. Extra munitions is not a thing, nor is munitions failsafe. Munitions may be shared.

Difference, every tiem you switch to a NEW ship, reduce PS by 2. Skills can only be used if you have the PS of the skill.

After first reaching PS4 You always have 4(+title) Modification slots, and 4+title EPT/ability slots.

Pre Game: Choose side/squad/amount of players - is it PVE or PVP.
Select overarching mission.
Generate System map (hexographer?)
Generate Base system defense patrol routes.


Game Phases: Each phase performed by ALL sides before next phase starts. If opposing flight groups reach hex to hex combat, if they can spot each other on scanners then combat automatically initiates unless both sides choose to avoid combat. Combat is resolved in the Combat phase.
Purchasing phase. Ships and equipment are equipped.
Meta map phase, sides take turns moving their flight groups. Scanning is automatic per hex moved. Capital ships may move before fighters, when they do fighters may make a half move.
Combat phase: 3X6 map always. (there side to your side).
After combat phase(XP, capture, shield recharge).


Edited by DariusAPB

I also have to agree with DariusAPB's first post, and the others who have expressed similar opinions.

Because Star Wars X-Wing intentionally simulates a dog-fight, the mechanics behind upgrade cards should reflect what is being simulated.

Boarding parties and the like are the territory of old naval battles, or perhaps modern day pirates. The idea may sit better in a game like Star Wars Armada, or at the very least, in a campaign setting - but not really in a tournament setting (IMO).

Yeah, even with a meta campaign boarding has to happen on a different meta phase than space combat, because different time scales.

It would be sorta, maybe ish doable with 2 x-wing turns for every IA, with different players trying to control gun turrets on a CR90 or something but... that's too much work to be practical.

I think some of you are overthinking this.

We have fought countless battles for dominance of the same six asteroids. Palpatine now rules from the frontline. There are so many things that don't make sense but are in the game already. Heck, we fight in an enclosed space in a two demensional plane.

Boarding shoukd be as simple as this:

Boarding party

Crew Icon, Crew Icon (like palpatine). ?? Points

At the start of the combat phase you may discard this card to remove a crewcard from an enemy ship, or turn all damage cards face up.

The reason we 'overthink' (I disagree entirely by the way) is that a lot of us rememeber flying cover for a platoon in a DX-9 boarding an enemy ship. We've played the X-wing series, we've had to guard that bastard for the 3 minutes or so, sometimes drawing fire so the ship can be disabled.

Look at battlefront. Wouldn't it be cool if fighter squadrons happened over the same game a drop pods or droids game was played. Maybe there would be no interaction, but both sides would see the others struggle, and that'd be cool.

Take notice that the Emperor NEVER (at least so far) showed up on anything, in a combat situation, smaller than a star destroyer. But, we have him is this game. Isn't that just as unlikely as an instantaneous boarding action? I believe so.

Considering some id the people I've played the game with, 3 minutea isn't that long. Ive seen people take longer to move one starship. There is nothing in the rulebook that says each round represents 10 seconds real time.

I think it's pretty easily inferred that rounds move faster than real time... Otherwise these spaceships are awfully slow, move in randomly small spurts, and are very polite to move, shoot, and wait between shots.

Additionally the idea of boarding doesn't work since in standard play ships never touch each other. Sure they do the whole overlapping can't shoot each other thing but see the original art on push the limit for a great visual explanation of what's happening.

Nothing in the rulebook, no. But it's generally accepted.

Wow!!! Thanks for all the input! So many great ideas. Maybe FFG will make this happen some day. I was unaware of the Atr-6. Such a cool ship from Tie Fighter.

Isn't that what this card represents http://xwing-miniatures.wikia.com/wiki/Saboteur

This card is so bad though I wouldn't blame you if you had removed it from your memory

Edit: typo

Edited by unfassbarnathan