So we all know Twilight Imperium uses a dice system similar to Axis and Allies with the one difference being D10 instead of a D6. This is sort of inspired by Rebellion's combat system with different colors of health and dice as different types of attacks as some units tend to be better against others (black for evasive, red for armored). So with armada we have 3 different dice colors. Black Blue and Red. So for each of the dice colors for each unit type. Black for Ground Forces and Shock Troops, Blue for Fighters, and Red for ships/facilities/mechanical units. For those of you not familiar with Armada dice they are 8 sided dice with the following table.
1-2, blank / 3, Accuracy / 4-5, Hit / 6-7, Crit / 8, Double Hit
1-2, Accuracy / 3-6, Hit / 7-8, Crit
1-2, blank / 3-6 Hit, / 7-8 Hit & Crit
Hit ( Red Dice Double Hit ) : Does 1 damage to a unit of the same health type (defenders choice)
Critical Hit : Does 1 damage to a unit of the attackers chosen health type (defenders choice)
Accuracy : Attacker chooses a unit to be dealt damage first.
Hit&Crit (black dice special) : see Ground Forces below .
Armada dice have 3 symbols on it, accuracy, hit, and critical hit. For the most part for each hit that is one damage to another unit of the same health type. Every critical hit can be one damage to any unit type (like direct hits from Rebellion). For accuracy result rolled the attacker can chose 1 hit result to allocate to a a defending unit while the defender decides the rest. When the defender runs out of units for the damage type he must suffer the rest of the damage if discarded.
Example Carrier and 6 fighters (7 blue) vs Cruiser and Dreadnought (3 red). The Carrier and 6 Fighters roll 2 crits and 1 accuracy and 4 hits. Carrier declares 2 red and 4 blue with 1 of the red hitting the Cruiser. Cruiser and Dreadnought roll 1 hit 1 crit and 1 blank Cruiser and Dreadnought declare 1 red and 1 blue. The Carrier is destroyed and so is another fighter. Also the Cruiser is removed and the Dreadnoughts sustains damage and since there are no fighters all the blue hits are discarded .
So for the units with health type and attack value this is what I have. Sustain Damage = +1 Health
Fighter 1 Blue
Destroyer 1 Blue
Cruiser 1 Red
Dreadnought(SD) 1 Blue 1 Red
War Sun(SD) 3 Red
Space Dock -
Ground Forces* 1 black (maximum of 3)
Shock Troops* Like Ground Forces with special rules
PDS* 1 Blue 1 Red
Mechanized Unit(SD) 2 Red
Ground Forces have a special rule since on their dice the face that has a crit result also has a hit result. So for ground forces and PDF there are special rules. You can only roll up to 3 black dice for ground forces and/or shock troops. When attacking Ground forces ignore all critical hit results (treating them like a single hit). When defending Ground forces can count up to 1 critical hit for their results. When ground forces are attacking with shock troops ground forces can count 1 critical result for each shock troop token (to a maximum of 3). When ground forces are defending a planet with a PDS they may count up to 3 critical hit results. As for recruiting shock troops whenever a direct hit result is ignored 1 ground force unit can be converted to a shock troop. All direct hits that can be counted will be added to damage and not ignored.
Boarding Carriers have no attack value in space but are not completely defenseless. In desperation or perhaps in attempt to seize a ship a carrier with shock troops can perform a boarding action. Up the 3 shock troops can perform a boarding action. Target an enemy ship and roll a die for each shock troop involved. On a Blank result discard 1 shock troop. On a hit result you may cancel one hit that the boarded ship rolls (showing that the boarding teams are disrupting the ships operation). On a hit & crit result cancel 1 hit from that ship and that ship sustains 1 damage. If more crit/hits are rolled than the ship has hit points (3 for sustain damage, 2 for all others) then that ship has been captured.
Example Mechanized Unit invades and attacks 3 ground forces. Ground forces roll 2 hit&crits and a 1 hit. Mechanized Unit rolls 1 hit and 1 crit. Ground forces can only count 1 crit for defending so defender declares 2 black and 1 red. Mechanized announces 1 black and 1 red. The ground forces suffer 1 loss while the mechanized sustains damage . If the defender wishes to do so the defender may convert 1 ground forces unit to a shock troop for the ignored crit result.
Example 2 shock troops and 3 Ground Forces invade 3 Ground forces with PDS. Invaders roll 3 crit&hit results (a dream roll) Since only 2 shock troops are attacking invaders can only count 2 of the 3 crits. Defenders roll a blank and 2 hit&crits for ground forces and a blue and red accuracy for the PDS. Invaders Declare 1 Red and 4 Black, Defenders Declare 4 hits with 2 accuracy spent on the 2 shock troops. The invaders destroy the defender and lose their 2 shock troops .
Upgrades and Abilities, I have to go through each of the upgrade cards and faction sheet but ideas for items like starting upgrade Hylar Assault cannon When your cruisers or Dreadnoughts roll an accuracy you may change it to a hit result (you cannot spend the accuracy if spent in this manner). For L1Z1X your cruisers gain +1blue to their attack value.
- More in depth combat mechanics
- Less dice grinding with higher probability for hits.
- Does not necessarily match the probability odds with the standard D10 values
- Might be a little too heavy on killing units (I have considered to give all Red units +1 hit so sustain damage is a 3 read health and all other ships are 2 red health.)
So those are my ideas for a house rule. What do you think? What system would you use and how would you set up an alternate dice mechanic for Twilight imperium combat?Edited by Marinealver