X-Wing "Advanced" Miniatures Game project

By Odanan, in X-Wing

This is a project I'm doing as experiment of an "X-Wing 1.5" less meta-oriented and more lore-oriented X-Wing Miniatures Game, with support for "RPG style" campaigns.

Ship miniatures and most upgrade cards will stays the same, but ship cards will be updated with stats more lore-accurate, costs will be reviewed and a few rules will be changed. I might also include rules for playing a "RPG" style campaign (not nearly as ambitious as the HotAC , though).

It will all be included in a print-to-play PDF.

Here is the preview of some new ship cards:

x_wing_advanced___x_wing_ship_card_by_od

x_wing_advanced___a_wing_ship_card_by_od

x_wing_advanced___y_wing_ship_card_by_od

x_wing_advanced___b_wing_ship_card_by_od

x_wing_advanced___tie_fighter_ship_card_

x_wing_advanced___tie_interceptor_ship_c

x_wing_advanced___tie_advanced_ship_card

x_wing_advanced___tie_bomber_ship_card_b

As you can see, pilots will be an upgrade card:

x_wing_advanced___luke_skywalker_by_odan

x_wing_advanced___corran_horn_by_odanan-

x_wing_advanced___keyan_farlander_by_oda

x_wing_advanced___tycho_celchu_by_odanan

x_wing_advanced___wedge_antilles_by_odan

And before you jump in saying the sky is falling, yes, I'm aware of the Attack Wing mistakes. Pilots will be limited to generally 1 or 2 different ships, all based on the lore. (with an extreme "Maarek Stele" exception)

BTW, ships with pilots (and consequently some upgrades) will cost a little more, so I recommend squads to be based on a value superior to 100 (something like 120).

PS: There is a great chance you will not like something you see here. If the Heroes of the Aturi Cluster received less than 90 likes, I will be happy with just a few. (Tough crowd!)

Cards to be removed from the game:

- Titles: TIE/x1 (replaced by build-in ship ability), TIE/D (replaced by build-in ship ability), TIE/v1 (replaced by build-in ship ability), Royal Guard TIE (replaced by a new card), A-Wing Test Pilot (replaced by build-in ship ability), "Heavy Scyk" Interceptor (replaced by build-in ship ability), IG-2000 (replaced by build-in ship ability).

- Most Missile and Torpedo cards: replaced by new cards.

- Ship cards: all replaced by new cards.

***

UPDATE (31/MAY/16): resumed work. Revised old ships, added new ships and updated the OP.

UPDATE (15 and 16/MAR/16): more pilots .

UPDATE (07/MAR/16): added some imperial pilots .

UPDATE (05/MAR/16): finished pilot card layout. Will start pumping pilots.

UPDATE (04/MAR/16): removed the extra Agility point.

UPDATE (04/MAR/16): remade all current ship cards for more lore-accurate loadouts and stats.

UPDATE (03/mar/16): added YT-1300 .

UPDATE (02/MAR/16): new ship cards. Removed pilot upgrade icon and added Hyperspace action.

UPDATE (02/MAR/16): Types of upgrade cards:

- [new] Pilots: yeah, I will be careful;

- Elite: maybe there will be pilots with up to 2 elite upgrades - we will see;

- Title: for "named" ships (ex: Millennium Falcon and Slave One titles) or different "models" of a chassis (ex: BTL-A4 Y-wing, B-Wing/E2, TIE Shuttle) - many titles will be imbued in the ship cards;

- Missiles : made for destroying small ships (good agility, low damage);

- Torpedoes : made for destroying larger ships (low agility, good damage);

- Bombs : stay mostly as it is;

- Cannons : stay as it is (but with more mechanics of firing them at the same time of the primary weapons);

- Turrets : harder to hit (but with more mechanics of firing them at the same time of the primary weapons - when that makes sense);

- System : stay as it is (probably available to more ships);

- Modifications : stay as it is (some ships will be able to mount more than 1 modification).

Edited by Odanan

Uhhh... Pilots as upgrades was an unmitigated disaster in attack wing from what I've heard, so I counsel hard against that route.

Yeah, i'm afraid i concur with Squark. There is a very, very good reason pilots were not separate from their ships. I'd suggest staying with the way pilots are currently handled.

Uhhh... Pilots as upgrades was an unmitigated disaster in attack wing from what I've heard, so I counsel hard against that route.

I would second this, from even the most cursory look at your 'prototype' pilot card I can see this causing a lot more issues that it solves.

Regardless of whether or not this would be interesting to try; I REALLY like your art selections for the cards, particularly the Y-wing.

Edited by stuffedskullcat

Uhhh... Pilots as upgrades was an unmitigated disaster in attack wing from what I've heard, so I counsel hard against that route.

While there are definite problems with having separate pilots, Star Trek attack wing is not a good example. They simple screwed up all aspects of game design. You could cite ST:AW as an example of why pre-planned maneuver dials or specialized attack dice are a bad idea.

Looks interesting, and that Y Wing is gorgeus.

Separating pilots from their ships are both interesting and a bit scary at the same time. Sounds like a balancing nightmare, though limiting them to specific ships like you have with Corran, could help a lot with that.

I do not know what you are planning, but if I was doing a X-Wing 2.0, there are a few other things I would look at, like:

Increasing the squad points to 200.

This has been suggested before both here on the forums, and very recently by Alex Davy.

This would allow for more granualrity in costing upgrades and ships.

You would start the Acadamy Pilot at 24, Obsidian at 26, and could tweak Winged Gundark to 29 and have Night Beast at 30 and so on.

Look at how turrets work.

Again, something that has been suggested often is either giving the defender a bonus if they are out of arc, or reduced firepower if you are shooting out of arc.

Probably beyond homebrew/house rules, personally I wold also like to see different attack and defence dice like Imperial Assault and Armada, allowing to further adjust firepower and defence between ships while keeping the amount of dice rolled to a reasonable level.

And a lot of other stuff as well, like ordnance and so on.

Edit: Oh, and redesign the cards a bit, there is a lot of wasted space on the cards that could be put to better use

Edited by Jiwestone

Look at dials while you are at it. Adding 4 and 5 speed banks and turns for A-wings and Interceptors make them the fast beasts they're supposed to be.

Since pretty much any model can take a pilot upgrade, with the actual Aces being restricted to certain ships, why even bother putting the Pilot Upgrade in the upgrade bar, just as Modification is omitted because it's something every ship can take? And in theory every ship at least has a Rookie Pilot with PS1.

Dagonet, part of the problem with 4-5 banks and turns is that they don't exist in templates, requiring new cuts and are (let's face it) beyond the remit of a home printout.

I definitely do like the idea of going to 200 points for more granularity in value. Doing that would allow for a simple +1 point for each increase in PS, with sharper increases for Aces and their skills.

If you're playing fast and loose with the core rules, can I suggest changing the way attack dice work?

For instance, you could make an X Wing 3/3, where you roll three dice to attack the enemy, and if you score ANY hits then you roll another three dice to damage.

Then something like a proton torpedo could be 2/6. Much less likely to hit, but hits like a truck when it does. Concussion missiles could be 6/2. Very likely to hit, but don't often do damage.

This is just a spitball idea, but you can see how it adds a lot of granularity to the game, especially for secondary weapons and ordnance.

Uhhh... Pilots as upgrades was an unmitigated disaster in attack wing from what I've heard, so I counsel hard against that route.

While there are definite problems with having separate pilots, Star Trek attack wing is not a good example. They simple screwed up all aspects of game design. You could cite ST:AW as an example of why pre-planned maneuver dials or specialized attack dice are a bad idea.

Out of curiosity: what did ST:AW screw up exactly compared to x-wing? And why are seperate pilots a bad idea?

I am interested, for sure I will read your Rules.

I like pilots as an upgrade - will be interersted to see how this goes.

I've been working with a further idea where upgrades are completely different (the game was developed in stages so some poor rules just kept snowballing for sake of keeping the game simple). Simplicity is not my aim - accuracy in more important for my homebrew.

Each ship is a has it's own base stats. It has primary weapons, as well as ordnance included in the ship - so an x-wing will always have say 3 torpedoes - torpedo upgrades just changes the type of torpedo. A title is a very specific variation of the ship or a if unique a very specific individual ship. Every ship needs a pilot.

Every pilot is qualified to fly a set of ships. The pilot determines the PS, ETs of the ship, and may give additional abilities.

If you're playing fast and loose with the core rules, can I suggest changing the way attack dice work?

For instance, you could make an X Wing 3/3, where you roll three dice to attack the enemy, and if you score ANY hits then you roll another three dice to damage.

Then something like a proton torpedo could be 2/6. Much less likely to hit, but hits like a truck when it does. Concussion missiles could be 6/2. Very likely to hit, but don't often do damage.

This is just a spitball idea, but you can see how it adds a lot of granularity to the game, especially for secondary weapons and ordnance.

This is what I was planning for the ordinance, two stats: "Agility" and "Firepower". Agility would be used to hit the target and Firepower is raw damage dice. So torpedoes would have low agility (like 2) and great Firepower (like 6); and missiles would have better agility (like 4) and less firepower (like 4 or 3).

I was actually thinking of basing all ship attacks on the "Defense" stats (renamed to "Agility"). So the Attack would be of Agility vs Agility.

PS: this "X-Wing 2.0" will start small (few changed cards, few changed rules), allowing anyone to just print the replacements and play at home. That's why I will not include mechanics that would need different dice sets, new maneuver templates, (probably) no new maneuver dials; even if some of these would be paramount if FFG remade the game.

I like pilots as an upgrade - will be interersted to see how this goes.

I've been working with a further idea where upgrades are completely different (the game was developed in stages so some poor rules just kept snowballing for sake of keeping the game simple). Simplicity is not my aim - accuracy in more important for my homebrew.

Each ship is a has it's own base stats. It has primary weapons, as well as ordnance included in the ship - so an x-wing will always have say 3 torpedoes - torpedo upgrades just changes the type of torpedo. A title is a very specific variation of the ship or a if unique a very specific individual ship. Every ship needs a pilot.

Every pilot is qualified to fly a set of ships. The pilot determines the PS, ETs of the ship, and may give additional abilities.

I've always liked pilots as separate upgrades as well.

You can easily strip the pilot from the base ship and then restrict them to certain ships. Don't put Wedge in a YT or Han in an X-Wing, but Wedge in an E-Wing should pose no problems, nor should Tycho in an X-Wing.

Uhhh... Pilots as upgrades was an unmitigated disaster in attack wing from what I've heard, so I counsel hard against that route.

I know, I know...

But except for pilots like Stele and Farlander (who piloted a lot of different ships), most pilots will be locked in 1 or 2 ship types.

Since pretty much any model can take a pilot upgrade, with the actual Aces being restricted to certain ships, why even bother putting the Pilot Upgrade in the upgrade bar, just as Modification is omitted because it's something every ship can take? And in theory every ship at least has a Rookie Pilot with PS1.

Dagonet, part of the problem with 4-5 banks and turns is that they don't exist in templates, requiring new cuts and are (let's face it) beyond the remit of a home printout.

I definitely do like the idea of going to 200 points for more granularity in value. Doing that would allow for a simple +1 point for each increase in PS, with sharper increases for Aces and their skills.

You are absolutely right. I will remove the pilot icon from the Ship upgrade bar.

I don't know if I allow ships "without pilots" (making them PS0) or if I make obligatory the pilot upgrade card card...

About the 200 points, wow, it would require me to review the costs of every single card in the game. I'm sure it would be better for balance, but I don't know if I'm doing it. (yet)

About the 200 points, wow, it would require me to review the costs of every single card in the game. I'm sure it would be better for balance, but I don't know if I'm doing it. (yet)

Please please PLEASE don't set an 'official' points limit. One thing that continually frustrates me about X Wing is the constant focus on the 100/6 deathmatch style of game. If you're leaving the official game behind, then let people decide on their own points limits to play, instead of setting one for them. Maybe then we'll see an increase in different game sizes and different scenarios being played!

Wedge has flown a yt-1300. But that's the thing about unique pilots. You can't have more than 1. Wedge doesn't fly a yt the way he would fly an x or e. You can have a squadron commander version and an undercover version of wedge.

Start small with the OT cannon ships, then branch out. It's less crazy that way.

I'm not particularly against homebrew or custom cards (although I do have pretty high standards). But IMO you're going the wrong way: you're fixing a lot of things that aren't broken, and ignoring quite a few of the game's actual flaws.

For instance, why are you keeping pilot skill? Why aren't the default attack and defense mechanisms changing to eliminate some of the game's variance? Why is repositioning still lumped in with other actions? What do you gain from adding "configurations" and separating them from titles? Why do more ships need access to system upgrades? What do you gain by separating pilots from ships, if most pilots will be severely restricted anyway?

Stripping pilots from ships would make it more fluffy though, as in the EU most characters were portrayed in several ships, especially those in the X-Wing series. For mission-based or narrative based campaign play that would be a big plus, to me.

I'm not particularly against homebrew or custom cards (although I do have pretty high standards). But IMO you're going the wrong way: you're fixing a lot of things that aren't broken, and ignoring quite a few of the game's actual flaws.

For instance, why are you keeping pilot skill? Why aren't the default attack and defense mechanisms changing to eliminate some of the game's variance? Why is repositioning still lumped in with other actions? What do you gain from adding "configurations" and separating them from titles? Why do more ships need access to system upgrades? What do you gain by separating pilots from ships, if most pilots will be severely restricted anyway?

Let the man do his job. After reading we could say if it is good, bad, awful, or he deserves The Chair. But I want to read his ideas. In my opinion the basic sistem is ok ( PS, Red vs Green, damage and actions... ) More upgrade options are OK to me, Lets wait, lets read.

Sounds like an interesting project.

I have a couple of insights. Some you may find useful, some not. :-)

The pilot cards: I think the functionality of the pilot cards is good as-is, but I might suggest a change to the aesthetics.

Since the vast majority of pilots are going to be fairly heavily restricted on what ships they can fly you're going to end up with a lot of reminder text saying what they can and can't fly.

It might be an idea to make room on the pilot card somewhere for ship icons. That way instead of the text you would just have a couple of icons showing what the pilot is rated to fly.

Points values: (I know it was someone else who mentioned them, but I wanted to weigh in nonetheless.)

whilst I will agree that set point values are an artefact of organised competitive play they do still have a use.

It's worth pointing out that "vanilla" x wing doesn't have a set points value outside of tournament play; if you're flying casual then there's nothing stopping you from flying as many or few points as you want.

The popularity of the 100 point tournament format is largely due to the popularity or the tournament scene in general.

I don't see 2.0 being much different in this regard. It has to be balanced with a certain points value in mind, that might as well be the existing 100 point balance for the original. But it's worth noting that there is absolutely nothing stopping people from flying whatever points value they want.

With regards to turrets:

Allowing a ship to fire secondary turrets in addition to primary weapons is going to be a little tricky to handle.

You absolutely do need to find some way of cutting down on the accuracy of ships that can engage multiple targets at a time.

First idea: Turrets fire last.

run the combat phase as normal, but only allow in-arc attacks to be made. Following the combat phase run a second combat phase where any eligible weapons which did not fire during the first combat phase can be fired.

Second idea: Designated targets.

Immediately before attacking, each ship will designate a target. Attacks made against any other ship will suffer an accuracy penalty. You may want to add that ships may only designate targets in-arc.

(I did toy with suggesting it as a part of the activation phase, but all that does is add a massive amount of bookkeeping to the game.)

I know that was a massive wall of text.. I'm sorry :-)

FFG tested detached pilots and decided against it.

Also, why is the A-wing 17 points? Surely this is the opportunity to cut it to 15.

Then again, why not go with what Alex Davy was suggesting: double all the point costs. That lets you do what in the current game would be 0.5 increments.

Edited by Blue Five