Mechanics you wished were in the game.

By Shenannigan, in X-Wing

Flying backwards like Vader did.

A staight up. U-Turn

Something to encourage ships to break off into individual dogfights rather than the revolutionary war focus fire style of play we currently have. A real pilot with self-preservation instincts is not going to ignore other ships shooting at them to relentlessly pursue the same target that everyone else is shooting at.

It would also help with escort scenarios, although you can always house rule those to the effect of "cannot attack an objective ship if another enemy ship has you in their primary firing arc" or something

Leveling up pilots in a campaign system.

AI.

Coordinated fire to help 2att die ships punch through...

The part of me that loves Z-95's really, really likes this.

The sensible part, says "Whoa. No".

Cheers

Baaa

Coordinated fire

Yes. I don't know if it would be an action, an EPT, a title or what exaclty, but say you have 3 ships with the same enemy in a valid firing arc. The highest PS ship gets one extra attack dice for each of those ships, but the other 2 get weapons disabled tokens for that round.

Or conversely, "Distraction" if an enemy has already defended this round, and you attack it a second time with another ship, it rolls 1 fewer die. Something that represents the fact that the defender's attention was divided between dodging fire from several sources at once.

Of course this would have to be done very carefully to maintain balance.

I'd be interested in seeing a basic form of elevation being added.

Something simple that would add the 3D element missing from the game. Not sure how it could be implemented to not be cumbersome but something like a token with 2 elevations and then shooting from one elevation to another would have bonuses and penalties like the ranges (e.g. same elevation no bonus, 1 elevation difference +1 defense). Bumping would only work on same elevation.

Probably too complicated but it would be interesting to try something like that.

Engine upgrade having an effect on ships already with boost - possibly let them use the two speed templates.

Also make EU small ship only.

Ships with rectangular bases. Be interesting to see how differently they moved.

I would like to see debris mechanics where a ship that is destroyed is replaced with a debris token. This would give a boost to ships like interceptors that could avoid flying through it easily.

I second the angle of attack rule idea. If I were to do X-wing 2.0 (which won't happen but lets pretend). All ship bases would have 4 quadrants for arcs (picture it looking like a firespray base). Most fighters would only be able to attack from front arc. Attacking into a pilot's rear arc removes one green dice from the defender. Attacking into a side arc grants defender 1 green die.

This way you could have different types of turret upgrades that only allow you to say, fire from your rear arc, or fire from your front and side arcs.

PWT's would not exist and instead ships like the falcon and decimator would have a separate turret upgrade type. The basic one that would come with the ship would be '3 Dice; Range 1-3; Attack: attack one enemy ship in any firing arc, you cannot modify your attack dice' Then release different turret types with different flavors of downsides for attacking out of arc (range limits, action expenditures etc.) Autothrusters probably wouldn't need to exist in this scenario.

Another idea to open the design space up would be to have some ships have multiple icons of the same action, which would allow them to do that action more than once per turn. For instance, the A-wing could have two boost icons which could allow a PtL a-wing to boost twice.

And while we're making the game more complicated, might as well add in some kind of power management action on certain ships that allows you to shunt bonuses between weapons/shields and engines.

Looping, aka boosting backwards

Looping, aka boosting backwards

Rogue Squadron
Title, X-Wing Only 0pts.
Your action Bar gains the Loop-the-Loop icon (see below)
Cannot equip if your pilot skill is 2 or lower.
New action, called Loop-the Loop
This card explains the rules for performing a Loop-the-Loop action. To Loop-the-Loop follow these steps:
1. Choose the 1 straight maneuver template.
2. Set the maneuver template between the ship’s rear guides.
3. Move the ship to the opposite end of the template and slide the front guides of the ship into the template.
Performing a Loop-the-Loop does not count as executing a maneuver. A ship cannot Loop-the-Loop if this would cause its base to overlap with another ship’s base or an obstacle token or if it would cause it to leave the play area.

Like this?

Asteroids that move.

That was part of the thrill of watching Han go into the field and dodge asteroids and have the Ties following get hit,

Ive house ruled this that's not too crazy:

At the start of each round each player roles a die for each asteroid they've placed.

On a Crit the asteroid moves.

Roll 1d8 for random direction and it moves 1 straight that direction based on the players orientation.

1

2 3

4 5

6 7

8

- Ship(s) with narrower firing arc

- Ship(s) with "misshapen" base (e.g. ashlar) or medium base (maybe too late now)

- Buoy token that can be dropped. Buoy token can do something actively (firing at ships or preventing a ship to boost or something like that)

- Plasma shield. For example a ship has 3 hull, 5 shields and 1 plasma shield. Plasma shield is like a shield but with the exception it is only removed when attacker rolls a crit (plasma shield has to be removed after first crit)

- Upgrade card (modifcation?) allowing you to change your starting location after every ship is deployed

Two things that previous posters have indicated:

1) some kind of energy management system regarding shooting versus speed versus shields (EngineLasersShields) that was a fundamental part of the X-Wing video games. It would of course have had to have been kept very simple for playability purposes. For example, shooting while moving at top speed would either have attracted a dice penalty or (if the craft was equipped with shields) the loss of a shield token. Alternately, moving slowly and not firing would have enabled a craft equipped with shields to regenerate a lost shield token. For me, thematically, I think this works: it makes sense of Luke's bold exclamation in the Death Star Trench in ANH that "We're going in full throttle. That ought to keep those fighters off our back," and helps justify why the Tie Fighters pursuing the Falcon as they escape Hoth in TESB can only seemingly squeeze off the odd shot rather than a near-constant barrage of blaster bolts.

2) A bonus dice for shots made while tailing the target. I think this was incorporated (as an optional/advanced rule?) in the WW1 fighter-plane game that spawned FFG's X-Wing: a firing line that 'entered' the rear of the target plane's card (or base, if you were using miniatures) and 'exited' its front qualified for the bonus dice.

Edited by hismhs

I like to have a mechanics to let the leader of a formation actually lead the formation from the front, instead of the back.

Meaning to adapt a lower PS value for movement phase ... without using an elite upgrade slot - this one is just too valuable.

Looping, aka boosting backwards

Rogue Squadron

Title, X-Wing Only 0pts.

Your action Bar gains the Loop-the-Loop icon (see below)

Cannot equip if your pilot skill is 2 or lower.

New action, called Loop-the Loop

This card explains the rules for performing a Loop-the-Loop action. To Loop-the-Loop follow these steps:

1. Choose the 1 straight maneuver template.

2. Set the maneuver template between the ship’s rear guides.

3. Move the ship to the opposite end of the template and slide the front guides of the ship into the template.

Performing a Loop-the-Loop does not count as executing a maneuver. A ship cannot Loop-the-Loop if this would cause its base to overlap with another ship’s base or an obstacle token or if it would cause it to leave the play area.

Like this?

Different dice per damage type and extra dice for vector of firer\target.

I always thought Ugnaughts were cool mechanics.
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Squadron Synergies - 3 or more of the same shiptype within range 2 of each other gain x bonus.

Ships with rectangular bases. Be interesting to see how differently they moved.

I really wanted to see long and wide bases: HwK and Kwing would have been perfect. Too late now probably.

I want a phone-bomb. Action:Deploy a bomb token as normal. Action:detonate bomb. This will provide some control as to which ship the bomb affects. It also provides some interesting interactions between low and high PS ships relating to movement order and actions.

Coordinated fire to help 2att die ships punch through...

The part of me that loves Z-95's really, really likes this.

The sensible part, says "Whoa. No".

Cheers

Baaa

If done well, why not? I'd like it to be an option to do rather than a strategy to employ. I wouldn't want it to be too good that you'd just do it all the time, but how many times have you shot at 3Ag + range 3 + Obstructed + stealth + multiple tokens with a 2 att ship? You should be able to convert that attack into something else. In general being able to give up your entire attack for something else is unexplored space. I know you give it up to SLAM but that's not quite the same.

Spotter: Give up your attack to transfer your target lock to a friendly that has that ship in arc

Wingmate: Give up your attack to add an evade result to a defending friendly

Coordinated assault: Give up your attack to stop a defending ship in arc from modifying results (with other stipulation I'm sure).

There is room for this kind of thing, not sure what "SLOT" it belongs.

I'm not disagreeing with you. It's something that would be a good addition, but it would have to be really well thought out.

Perhaps something that's restricted by range before triggering?

Cheers

Baaa