Mechanics you wished were in the game.

By Shenannigan, in X-Wing

What are some mechanics you wished were in the game?

For me it would be swivel guns on the a-wing. I see this as an a-wing specific action to flip the tile on the base so that the ship only has a rear facing firing arc or vice versa. Pairs well with Ptl and tychos special ability.

Actually. I want to find someone to test this for house rules to see how it works.

But what other mechanics would be intersting and how do you think they would work?

Barrel Roll on a T-65.

Cheers

Baaa

ELS. (Fans of the X-wing video games know what I mean).

Destroying asteroids

Ships leaving debris when destroyed.

Campaign interface with IA.

an Official true campaign system (The huge ship ones are oookaayish, but I mean something bigger, more structured).

Edited by DariusAPB

Random missions and scenarios required in tournament play. 100 pt death match gets boring.

More stuff for team play.

Team play tournaments.

Sideslip manoeuvre (basically inverse Tallon Roll, start with the turn template on the side of the ship, put the rear of the ship on the front of the guide IYSWIM).

Tractor tokens' forced movement being decided by the person who placed the token, not the opponent of the ship receiving it, to allow upgrades which say 'take a tractor token' to give free movement at a stiff penalty.

ELS. (Fans of the X-wing video games know what I mean).

Balancing power between engines, lasers, and shields?

I've thought a bunch about this and my favourite concept was to allow the following as either an ability or an upgrade:

Action: assign or remove a +1 red/-1 green or +1 green/-1 red token.

The tokens would do what they say they do (add to primary/agility or lower primary/agility values) to a minimum of 1 each. Best if you have equal and large values for your primary and agility, but still not terrible otherwise. Essentially an upgraded version of Expose.

I want an upgrade that prevents positional actions under certain circumstances.

Like a system slot that prevents any ship at range X in arc from boosting or barrel-rolling.

Or gives me a free action if they do or something.

Also circle-strafe, aka barrel roll using the 3-turn template.

A mechanic for angle of attack... the fact that there is no difference between hitting a target moving perpendicular across your front vs. a target you are tailing.

Ships leaving debris when destroyed.

That one is pretty easy to house rule. All you need is a YT-2400 and/or VT-49 pack (for debris tokens). Most people would likely have 1 of each of these expansions resulting in a total of 6 debris field tokens - 2 large & 4 small.

Drop 1 large token or 2 small tokens for a large ship under the destroyed ship's base and 1 small token under a small ship's base. (Flying through 2 small debris fields from 1 large ship would only count as one debris field.)If you find you're running short of tokens you can rule that once a ship or template moves through it, that debris field is removed from the play area. That would simulate the dispersal of the debris due to impacts to, and bouncing off the affected ship.

I want an upgrade that prevents positional actions under certain circumstances.

Like a system slot that prevents any ship at range X in arc from boosting or barrel-rolling.

Or gives me a free action if they do or something.

Some sort of gravity well projector-ish mechanic? I know fluff wise they were meant to prevent ships from fleeing into hyperspace, but I don't see why we can't adapt the tech to limit manoeuvrability. I think it would have to be limited to equipping on Epic ships though due to the vast amount of energy required to power them.

Tractor bomb: drop on manoeuvre, remains until end of activation, ships within range 1 (or 1-2) of this token reduce speed by one when executing manoeuvres (minimum 0 stop, can execute manoeuvres not normally legal on their dial, colour does not change even if it woudl change on the dial) and cannot perform boost or barrel roll actions. Detonation: each ship within range rolls its agility dice, an receives a tractor token if it rolls no evade results (i.e. it holds everything in place with gravity, then explodes out with reverse gravity when it detonates).

COuld potentially be hilarious to drop in an enemy formation, but not exactly unhilarious to drop in the middle of your own...

Edited by thespaceinvader

I also want a standard ship with an asymmetrical arc. Like the right forward 90 degrees.

A mechanic for angle of attack... the fact that there is no difference between hitting a target moving perpendicular across your front vs. a target you are tailing.

Along with this, reverse the range bonus. Defender gets a +1 green at range 1, attacker gets +1 red at range 3.

I also want a standard ship with an asymmetrical arc. Like the right forward 90 degrees.

I thought about this one, but I think it would not work well. I think giving it two corner arcs and barrel roll might though - I thought about this for the b-wing shuttle thing from TFA which mounts a single HLC on a swivel on one end - the idea being that the gun can fire forward from either edge of the ship as it can roll around its centre line, and swivel to fire out and slightly back, but it can never fire up the middle of the ship.

Not that I'm being terribly clear.

More stuff for team play.

Team play tournaments.

YES!!!!

Somthing that rewards you for being behind someone, like tailing.

D&D attack wing has a cool "super weapon" mechanic. You can use a heavy fire attack, but then you put two tokens down and remove one each turn until its recharged. I could see a similar mechanic for some super powerfull attack.

Could be used on the Tie Lancet

http://media.moddb.com/images/mods/1/15/14249/lancet.jpg

Edited by Dwing

Somthing that rewards you for being behind someone, like tailing.

You mean shooting without getting shot back at isn't enough?

(but yeah, for tailing PWTs)

I really think that there ought to be a general rule that attacks out of arc take some penalty, e.g. turn one [boom] or [kaboom] into an eye, or defender rolls an extra green, or can turn an eye into an evade, or something, essentially to represent the fact that the gunner and the pilot aren't facing the same direction and can't see the same things, so the gunner might line up a perfect shot and... suddenly the pilot dives unexpectedly, etc.

I would like for the Ion mechanic to do more/different things and also not cause any damage. Add a small Ion deck, maybe 10 cards. When a target gets Ion'd it has to draw from the deck. Some of the effects would be disabling one of your upgrades, reducing agility, removing a shield, doing hull damage, reduced primary attack, etc. It would be more inline of how an Ionized ship behaves in the fluff.

Edited by Jo Jo

Coordinated fire to help 2att die ships punch through.

Tractor bombs/mines

Flechette bombs/mines

Alternate deployment rules (traps!)- complete a manuever during set up phase, set up from sides of boards, set up on an asteroid (and ignore obviously).

Other things that interact with set up phase:

Imperial Supply officer, crew (or just a squadron cost not tied to a ship): Swap up to 5pts of upgrades upgrades of the same type and up to the same cost.

Bounty Hunter's Guild contract: After set up, acquire a TL on any named pilot.

Scout: This ship sets up at PS 12.

How about a tourney where the lists are pre set by the tourney directors and are different for every round. Both lists are 100 points. Players bid for the side they want to fly. If they both pick different sides, then just play. If they both pick the same side then they bid down the points. One player bids 99 and gives up a crack shot. The other player bids 97 and gives up a hull upgrade. Low bidders gets his side with the reduced points, other player gets the full 100 squad. In case of tie bids then a die roll determines sides.

Somthing that rewards you for being behind someone, like tailing.

You mean like rules for deflection shooting, where the angle of travel vs angle of fire can give bonus/penalties?

Also: Separate To damage/To hit.

Edited by DariusAPB