Student X-Wing session

By Stefan, in X-Wing

This is my version of it which evens out most ships onto a level playing field so folks can just choose whatever ship they like to fly:

The Kessel Run ( Mario Kart X-Wing )

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| | |
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| ZONE 3 | ZONE 2 |
| |-----------------|-----------------| |
| | | | |
| LAP | | | |
-------|--------------------------------------------
|S | | | |
|T | | | |
|A |-----------------------------------| |
|RL START ZONE | ZONE 1 |
|TI | |
| N | |
| E | |
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Track Size = 36"x72" + 5 sheets of 8.5x11 paper(to mark the centre track area and provide a place to
store cards, tokens,etc with the very centre section as the inventory pile.
Players = 2 to 6
Set Lap limit to your choosing based on time.
Any small ship will do and have 6 shield tokens for each ship.
Ship stats are as follows:
Attack 2
Agility 2
Shields 6
Hull 0
All Ships can perform all normal turn(1,2 and 3), bank(1,2 and 3) and straight(1,2,3,4 and 5) maneuvers
that are on their dials. All banks and turns are green regardless of what is on the dial. All straights
are white regardless of what is on the dial. No kturns, sloops, or talon rolls regardless of what is on
the dial.
All ships can perform focus, target lock or evade actions after moving and are not stressed.
6 sets of number id tokens
6 asteroids
6 debris
6 ion tokens
enough crit tokens for each ship to mark laps they have done. 1 crit token per lap completed.
2 tractor beam tokens
2 engine upgrade cards
3 shield upgrade cards
3 seismic bomb cards and tokens
1 heavy laser cannon upgrade card
1 mangler cannon upgrade card
2 ion cannon upgrade cards
2 tractor beam upgrade cards
Roll for initiative order and place number token on ship and card to match your order number.
Each player rolls 6 red dice. Player with most hist/crits goes first. Ties go to the player with
more crits. If Ties have same number of crits they roll again. Lowest number of hits/crits goes last.
No shooting during lap 1.
ITEM DEPLOYMENT
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Each player takes a turn deploying asteroids, debris and bonus items in the order of initiative.
For each asteroid or debris, roll 1 attack die.
Blank Result - place debris or asteroid in Zone 1
Focus Result - place debris or asteroid in Zone 2
Hit Result - place debris or asteroid in Zone 3
Crit Result - place debris or asteroid in START Zone
When placing debris or asteroid, they cannot be within range 1 of another debris or asteroid but can be placed close to any edge.
For each bonus item, roll 1 defence die.
Blank Result - place item in Zone 1
Focus Result - place item in Zone 2
Evade Result - place item in Zone 3
When placing items, they cannot be within range 1 of another item, asteroid or debris but can be placed close to an edge.
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| | |
| | |
| | |
| ZONE 3 | ZONE 2 |
| |-----------------|-----------------| |
| | | | |
| LAP | | | |
-------|--------------------------------------------
|S | | | |
|T | | | |
|A |-----------------------------------| |
|RL START ZONE | ZONE 1 |
|TI | |
| N | |
| E | |
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Ship Deployment
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Starting in order of initiative, players place their ships within range 1 of the left side
of the START Zone.
When you have 0 shields left, respawn at the start line and place 6 shields on your card and place all
upgrade cards back into the inventory pile. You may enter the race when the next round starts.
If you bump into another ship you each roll 1 attack die. On a hit or crit remove 1 shield.
Bonus items on track
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Engine Upgrade - if you fly over or land on this, perform a free maneuver of the same speed you just
performed. You may change the direction if you like.
Shield Upgrade - if you fly over or land on this, add 1 shield token to your ship even if it gives you
more than 6 in total to a maximum of 7. Return the card to the inventory pile.
Heavy Laser Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.
Once used goes back to inventory pile.
4 attack dice as per card, range 1-3 in arc and if it hits target removes 2 shields and assigns 1 stress
token to their ship.
Mangler Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.
Once used goes back to inventory pile.
3 attack dice as per card, range 1-3 in arc and if it hits target removes 1 shield and each ship within
range 1 of it also removes 1 shield. If it hits, the original target ship assigns 1 stress token to
their ship as well.
Ion Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.
Once used goes back to inventory pile.
3 attack dice as per card, range 1-3 in arc and if it hits target is ioned for next turn.
Tractor Beam - if you fly over or land on this, you get to equip it for 1 shot of your choosing.
3 attack dice as per card, range 1-3 in arc and if it hits target is tractor beamed as normal.
Attacking ship gets to boost it 1 forward or barrel roll it 1 to either side. May boost or barrel
roll them onto asteroid or debris. Once used goes back to inventory pile.
Obstacles on track
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Asteroids are damage inducing based on a roll of 1 red die. Hit or crit - suffer 1 damage and skip
activation phase next turn.
Can't shoot while on Asteroid.
Debris Fields are damage inducing on a roll of a red die. Crit - suffer 1 damage and skip activation
phase next turn.
Can shoot while on Debris.
Seismic Bomb are auto damage inducing. Suffer 1 damage and then return Seismic Bomb to inventory pile.
Normal X-Wing phases apply.
During Activation phase, ships may only perform 1 action(focus, evade or TL) if they are not stressed.
During Combat phase you may attack someone in your arc up to range 3. No range bonus'.
2 attack dice vs 2 agility dice unless using an upgrade card. If the attack hits, the target removes 1
shield token from their card.
During Combat phase instead of shooting someone in your arc up to range 3 you can choose to shoot someone
out of arc up to range 3.
1 attack die vs 2 agility dice. If the attack hits, the target removes 1 shield token from their card.
After the first ship completes each new lap the items from the inventory pile are randomly placed back
onto the track using the same method for initial deployment. Bonus items may not be placed under any
ship.
Collect 1 crit token for each lap you complete. You complete a lap once you cross the LAP line.
First Ship to collect required number of crit tokens wins the race.
If you fly off the mat or onto the centre area it is the same as if you just lost all of your shields.
Edited by Ynot

I wouldn't give everyone the same stats. Part of the interest of playing games like this is whether you choose a big lumbering tank that recovers well from hits or a light fragile speedster that gets smacked easily.

I would also not vary the stats to avoid confusion.

I'd also note that a ship with 0 hull explodes immediately ;)

I wouldn't give everyone the same stats. Part of the interest of playing games like this is whether you choose a big lumbering tank that recovers well from hits or a light fragile speedster that gets smacked easily.

I would also not vary the stats to avoid confusion.

I'd also note that a ship with 0 hull explodes immediately ;)

They can still only do what is on their dial. Ships that typically have 1 straights don't have 5 straights and ships that have 5 straights don't have 1 straights so there is still some variety involved.

Counting shields and not using the damage deck was my goal for this as it makes it easier and damage decks don't get mixed up and cards don't get lost. I made this in part thinking of younger children and what would make it easier for them.

So, I have given this a bit more thought. My idea now is as follows:

It's Team Deathmatch. Every ship starts off as a pretty basic pilot, PS ranging from 1-4. Then everyone has something like an achievement sheet, and if you meet certain criteria you get upgrades and pilot abilities. That way, they're eased into the game. On the playing field (at least 3x6, maybe more) I will put out certain points as spawn points that can be captured by shooting them. Then simply rake up kill points for whatever your opponent is worth. What do you think?

Yeah, I decided against Mario Cart.

Rules now as follows:

Play Area

  • The play area is a 3x6 Epic Field.
  • Randomly place asteroids to your satisfaction.
  • Place four spawn points, opposite each other, and each around half-way of a normal 3x3 playing field (see below).

Frags and Spawning

  • When a ship gets destroyed, the enemy team gains it’s point value.
  • Until the start of the next round, the player that was shot down can fly on a normal 3x3 playing field, spawning at their spawning edge. If they damage an enemy ship in this time, that ship spawns with one shield less or one face-down damage card (if it has no shields).
  • At the beginning of each round, players respawn either at their respawn edge or at the edge in Range 1 from a friendly spawn point.
  • Spawn points can be converted to your own side by shooting them. You don’t need to hit, just attack at Range 3 or below with any eligible weapon. Spawning points never revert to neutral, they always belong to one side.

Created a few ships, each worth 33 points if upgraded fully. Upgrades are gained:

1) Damaging a ship first time.

2) Killing a ship first time.

3) Converting a spawn point first time.

Mario Kart without the Mario cards are a great way to teach the game. Make the track wide and easy