X-Wing "Advanced" Miniatures Game project

By Odanan, in X-Wing

Also consider breaking up ETs into different "subtypes" - this could allow you to add an upgrade to pilots who currently don't have access to EPTs cos some EPTs in the enviroment would make them awefully powerful.

Eg:

Squad Leader, Swarm Tactics, Wingman could be a sub-type called Tactics;

Bodyguard, Draw their Fire, Decoy could be a sub-type called Protector;

Marksmanship, Crackshot, Deadeye could be a sub-type called Targeting;

Predator, Lone Wolf, Expose could be a sub-type called Aggression;

Determination, Cool Hand could be a sub-type called Grit;

Elusiveness, Push the Limit, Stay on Target, Adrenaline Rush could be a sub-type called Jockeying; etc

How many sub-types depends on you but a min of 3 is a nice number - 1 for attacking and defensive EPTs, 1 for movement and actions EPTs, and 1 for for PS changing and support EPTs. As part of a pilot's ability you can restrict a sub-type of EPT or lower it's cost or raise its cost.

Another idea is variable PS for each pilot - this eliminates the need for VI and adaptability. Each pilot starts with a base PS, but may spend points to increase it for the coming battle (can be explained lore wise as meditation, drugs, uploading combat programming, etc) in creasing his reflexes. This allows more combos between pilots as well.

It's an interesting idea for an "X-Wing Miniatures RPG", but not inside the scope of my mod. ;)

Not really an RPG mod - more like a way to space thing so you can fine tweak easier later - u dun have to use suggestions tho I've already mentioned. :)

Corran will be a pilot of both E-Wing and X-Wing, but I have a problem with the X-Wing ship's ability (it overlaps with Corran's "double tap"). Any idea of how to fix it?

Corran will be a pilot of both E-Wing and X-Wing, but I have a problem with the X-Wing ship's ability (it overlaps with Corran's "double tap"). Any idea of how to fix it?

Does it need fixing? What I`m seeing is a Corran that gets the choice between double tapping or becoming super mobile, without having to spend points on EU (or the action using it), In the attack phase he can sacrifice his standard attack to reposition (basically at PS13), and still get his End Phase attack, he can`t attack the next round, but he can boost again without cost to either get really far away, or setting up for the next round.

Since I changed completely the YT-1300 stats (the cat is out of the bag), I'll do so tweaking to the other ships too, trying to make them more lore accurated.

- First, I never liked how large ships were as agile as fighters, so I increased the agility of most small ships (adding 3-4 extra squad points for each).

- TIE Bomber didn't receive the agility bonus (never was a nimble ship) and I even decreased the hull by 1 point (making it cheaper).

- B-Wing had the hull/shield ratio adjusted.

- Added more ordinance for most ships (based on legends lore).

x_wing_advanced___tie_advanced_ship_card

x_wing_advanced___tie_interceptor_ship_c

x_wing_advanced___tie_fighter_ship_card_

x_wing_advanced___tie_bomber_ship_card_b

x_wing_advanced___b_wing_ship_card_by_od

x_wing_advanced___y_wing_ship_card_by_od

x_wing_advanced___a_wing_ship_card_by_od

x_wing_advanced___x_wing_ship_card_by_od

EDIT: These cards were phased out. The extra Agility point was removed.

Edited by Odanan

Corran will be a pilot of both E-Wing and X-Wing, but I have a problem with the X-Wing ship's ability (it overlaps with Corran's "double tap"). Any idea of how to fix it?

Does it need fixing? What I`m seeing is a Corran that gets the choice between double tapping or becoming super mobile, without having to spend points on EU (or the action using it), In the attack phase he can sacrifice his standard attack to reposition (basically at PS13), and still get his End Phase attack, he can`t attack the next round, but he can boost again without cost to either get really far away, or setting up for the next round.

Wouldn't he be too strong in an X-Wing?

Corran will be a pilot of both E-Wing and X-Wing, but I have a problem with the X-Wing ship's ability (it overlaps with Corran's "double tap"). Any idea of how to fix it?

Does it need fixing? What I`m seeing is a Corran that gets the choice between double tapping or becoming super mobile, without having to spend points on EU (or the action using it), In the attack phase he can sacrifice his standard attack to reposition (basically at PS13), and still get his End Phase attack, he can`t attack the next round, but he can boost again without cost to either get really far away, or setting up for the next round.

Wouldn't he be too strong in an X-Wing?

Hmmmm. Strictly speaking, I have no idea :) If I had time I would love to playtest this.The X Wing has a slightly worse/slower dial than the E-Wing and also looses the evade, barrel roll and system slot, so it will hold back his mobility a bit. And you are of course sacrificing an attack for the boost.

You might already be bumping into the downside of separating pilots from their ships :)

Corran will be a pilot of both E-Wing and X-Wing, but I have a problem with the X-Wing ship's ability (it overlaps with Corran's "double tap"). Any idea of how to fix it?

Does it need fixing? What I`m seeing is a Corran that gets the choice between double tapping or becoming super mobile, without having to spend points on EU (or the action using it), In the attack phase he can sacrifice his standard attack to reposition (basically at PS13), and still get his End Phase attack, he can`t attack the next round, but he can boost again without cost to either get really far away, or setting up for the next round.

Wouldn't he be too strong in an X-Wing?

You might already be bumping into the downside of separating pilots from their ships :)

Indeed. But it will pay off in the end.

I wish those TIEs luck in hitting an A-wing ever.

this "X-Wing 2.0" will start small (few changed cards, few changed rules)

Since I changed completely the YT-1300 stats (the cat is out of the bag), I'll do so tweaking to the other ships too, trying to make them more lore accurated.

:blink:

I would very strongly urge you to take a step back and look at what you're doing here. I'm not sure what you're trying to accomplish, nor am I sure your costs are accurate--that is, I'm sure they aren't, but because you've drastically altered the range and distribution of Agility values and are talking about drastically changing the attack mechanic, it's hard to say for sure what they should be without a lot of work and more details than you've given out so far.

Also, where lore accuracy is concerned, remember that Lucasfilm approves everything under their license. So you're essentially saying you're a better judge than they are!

this "X-Wing 2.0" will start small (few changed cards, few changed rules)

Since I changed completely the YT-1300 stats (the cat is out of the bag), I'll do so tweaking to the other ships too, trying to make them more lore accurated.

:blink:

I would very strongly urge you to take a step back and look at what you're doing here. I'm not sure what you're trying to accomplish, nor am I sure your costs are accurate--that is, I'm sure they aren't, but because you've drastically altered the range and distribution of Agility values and are talking about drastically changing the attack mechanic, it's hard to say for sure what they should be without a lot of work and more details than you've given out so far.

Also, where lore accuracy is concerned, remember that Lucasfilm approves everything under their license. So you're essentially saying you're a better judge than they are!

If the costs are not right, it would take me seconds to fix them.

For the good or the bad, X-Wing Miniatures Game did a lot of concessions in terms of lore. Sure, the meta warriors will hate my mod (because it changes what they are comfortable with), but it might find a niche in the Star Wars affectionates. And even if not 1 person in this forums like it, there would still be me, proud of my work.

And about the "better judge" thing, WTF, man?! Unless you are a zombie without freewill you are judging things all the time. Don't just accept things.

I wish those TIEs luck in hitting an A-wing ever.

Similar difficulty as hitthing an A-Wing equipped with Autothrusters or Stealth Device...

PS: And A-Wings are supposedly very hard to hit. Ever played any game of the X-Wing Quadrilogy?

I know this is kind of a big deal, but have you thought about changing the dice mechanics? I've found that the red and green dice provide a fairly limited design space. It might not be usable straight off but the armada dice and range system could be interesting. It would open up to have ships that are heavy hitters at range 1 but can barely scratch a paper bag beyond that range (or vice versa).

I know this is kind of a big deal, but have you thought about changing the dice mechanics? I've found that the red and green dice provide a fairly limited design space. It might not be usable straight off but the armada dice and range system could be interesting. It would open up to have ships that are heavy hitters at range 1 but can barely scratch a paper bag beyond that range (or vice versa).

I don't know where this goes, so I can only say: Maybe in the future?

I don't think i would ever use those updated statlines. 4 native agility is... stupid. It's just stupid. 2 Attack ships will NEVER hit TIE Fighters, they'll NEVER hit A-Wings, or TIE Interceptors, or TIE Advanceds, or anything. You can change the agility of ships to 4, but you also need to increase the attack of stuff too. X-Wings and Interceptors need to have 4 attack, A-Wings and TIE Fighters and TIE Advanced need to have 3 attack, and so on. You'd also need to change the attack values of all secondary weapons. HLCs would be worthless because X-Wings already throw 4 dice. Of course, if you do that, then you need to change the amount of hit points each ship has because now ships have the capacity to kill other ships faster. Basically, you're opening up a can of worms you don't want to deal with. If you change agility, you need to change attack and hitpoints and point cost. If you want to do all of that, sure, go for it. Otherwise, keep all that the way it was.

Edited by Razgriz25thinf

I don't think i would ever use those updated statlines. 4 native agility is... stupid. It's just stupid. 2 Attack ships will NEVER hit TIE Fighters, they'll NEVER hit A-Wings, or TIE Interceptors, or TIE Advanceds, or anything. You can change the agility of ships to 4, but you also need to increase the attack of stuff too. X-Wings and Interceptors need to have 4 attack, A-Wings and TIE Fighters and TIE Advanced need to have 3 attack, and so on. You'd also need to change the attack values of all secondary weapons. HLCs would be worthless because X-Wings already throw 4 dice. Of course, if you do that, then you need to change the amount of hit points each ship has because now ships have the capacity to kill other ships faster. Basically, you're opening up a can of worms you don't want to deal with. If you change agility, you need to change attack and hitpoints and point cost. If you want to do all of that, sure, go for it. Otherwise, keep all that the way it was.

You might be right. I will make some tests here...

I don't think i would ever use those updated statlines. 4 native agility is... stupid. It's just stupid. 2 Attack ships will NEVER hit TIE Fighters, they'll NEVER hit A-Wings, or TIE Interceptors, or TIE Advanceds, or anything. You can change the agility of ships to 4, but you also need to increase the attack of stuff too. X-Wings and Interceptors need to have 4 attack, A-Wings and TIE Fighters and TIE Advanced need to have 3 attack, and so on. You'd also need to change the attack values of all secondary weapons. HLCs would be worthless because X-Wings already throw 4 dice. Of course, if you do that, then you need to change the amount of hit points each ship has because now ships have the capacity to kill other ships faster. Basically, you're opening up a can of worms you don't want to deal with. If you change agility, you need to change attack and hitpoints and point cost. If you want to do all of that, sure, go for it. Otherwise, keep all that the way it was.

You're completely right, of course. But the OP seems really satisfied with his work. He'll figure it out when he gets his system on the table and sees that his A-wings and TIEs can only hit each other every third round.

EDIT: I spoke too soon! Definitely get some playtesting in before you go any further with changes.

Edited by Vorpal Sword

I don't think i would ever use those updated statlines. 4 native agility is... stupid. It's just stupid. 2 Attack ships will NEVER hit TIE Fighters, they'll NEVER hit A-Wings, or TIE Interceptors, or TIE Advanceds, or anything. You can change the agility of ships to 4, but you also need to increase the attack of stuff too. X-Wings and Interceptors need to have 4 attack, A-Wings and TIE Fighters and TIE Advanced need to have 3 attack, and so on. You'd also need to change the attack values of all secondary weapons. HLCs would be worthless because X-Wings already throw 4 dice. Of course, if you do that, then you need to change the amount of hit points each ship has because now ships have the capacity to kill other ships faster. Basically, you're opening up a can of worms you don't want to deal with. If you change agility, you need to change attack and hitpoints and point cost. If you want to do all of that, sure, go for it. Otherwise, keep all that the way it was.

(shrug)

You're completely right, of course. But the OP seems really satisfied with his work. He'll figure it out when he gets his system on the table and sees that his A-wings and TIEs can only hit each other every third round.

EDIT: I spoke too soon! Definitely get some playtesting in before you go any further with changes.

I rolled some dice here and got the conclusion the game would take too long to unfold. All cards got their extra Agility (Defense) point removed (already updated the OP).

I like this idea.

Pilots are coming out. (see the OP)

Pilots are coming out. (see the OP)

Personally I am only buying 1 of each ship, (I don't do tonrys) so this idea feels more like a group of guys are meeting up with another group of guys and having it out. I really am excited to see more, keep up the great work on this. Plus this idea is cheap because you only need to print new cards :-)

Edited by Cubanboy

Changed the X-Wing's "ship ability".

Edited by Odanan

Thats quite a lot - I'd suggest some intensive playtesting at this point before creating more :)

Thats quite a lot - I'd suggest some intensive playtesting at this point before creating more :)

I didn't change that much, really.

Besides, it's a rainy Saturday here. (and I'm on fire!)

Well... its just the more content u generate at a go without testing means a LOT more testing is required to tweak. This is what I actually do, but for video games - by the time I'm tru with game usually I'm quite sick of it :P Try to have fun at it tho! When I rope in people who work on other parts of the game to help me on some tests, they at least have a lot of fun.

Well... its just the more content u generate at a go without testing means a LOT more testing is required to tweak. This is what I actually do, but for video games - by the time I'm tru with game usually I'm quite sick of it :P Try to have fun at it tho! When I rope in people who work on other parts of the game to help me on some tests, they at least have a lot of fun.

I can't test everything. The game will be tweaked, revised, analysed by the players themselves. This is not a finished product and never will.