Design challenge: Munitions!

By Punning Pundit, in X-Wing

Well, AD&D/Pathfinder/d20 games have 6 different dice, and they do pretty well.

Sure, its more complicated the more things you add, naturally, but I don't think its prohibitive considering the competency expected in a game that already includes some pretty complicated list building and card combinations that players handle well enough.

The D20 dice mechanics add another step of dice rolling and checking your attack & defense, that makes for longer turns. Having played that system since the 80s and stitching to ffg's star wars rpg, I think this single roll system is far superior, because it keeps the action going. I'll never again play a game with that terrible d20+mod+(mod+etc) vs AC (+mod,+etc), vs damage roll.

The second thing I would change would be interaction with huge ships. This actually surprised me when I first started X-wing, that huge ships can be damaged by simple ship attacks. You would think that huge ships could only be damaged by ordnance (or other huge ship attacks), but no. As the rules are right now, a swarm of TIE Fighters makes much better work on a huge ship that their points equivalent of bombers/k-wings/y-wings etc.

In my X-Wing 2.0 ideas, there is an armor mechanic. Basically an always-on Reinforce token. Can be cancelled by either downgrading a crit to a hit, or by having the "armor piercing" keyword.

This way, a Huge ship- or any ship with armor- can still be _hurt_ by a TIE swarm (2 hits would do one damage, or a hit + crit would do 2 damage), but it would be tougher.

Unless you're planning to take away actual reinforce, my only response is "dear holy god no".

again, from experience of D&D attack wing, which pretty much has the mechanic above (armour is a permanent "evade-analogue" which cancels one hit per point of armour, but cannot cancel criticals), it makes anything with 2 attack dice essentially meaningless.

I get that some people dislike a TIE swarm being able to chop up a huge ship, but (a) the huge ship is still **** hard to hurt if it uses reinforce (which it should be doing when faced with a swarm), and (b) they're really, really not capital ships. A corvette is not a big ask for fighter-calibre guns to hurt. Yes, a star destroyer, or something, but not regular ships.

A raider is perfectly capable of fighting a TIE swarm, but you need to actually arm it for the job (ordnance tubes and assault missiles), and give it the right support ships.

Distinct difference between torpedoes and missiles, at the moment the line is to "blurred".

Torpedoes: (naval) torpedoes are usually fired in the direction of the target, and usually self-guided with a high chance of hitting. So I would suggest they should all be; requiring target-lock to fire, discard upgrade, and target-lock on attacking a target in arc. But should place 3-5 hits (no dice roling from the attacker), which then can be attempted to be evaded by the defenders dice.

Missiles: more agile and also self-guided however with the "action" happening more quickly. So I would suggest they all shoud be; requring target-lock to fire, discard upgrade on attacking (but not discard target-lock) and capable of attacking out of arc. Roll attack and defence dice as usual.