In my next line of ambitious projects, I have "X-Wing 2.0" roughly mapped out, you know, that thing everyone has been talking about for years. Well i've been working on it, and while i'm confident in the direction i want to go...
Well, the work ahead of me is astounding. In fact, it's really less X-Wing 2.0 than my operating name, X-Wing TCS(Tactical Combat System). It operates under more conventional numbered die results and a granularity system, wherein each part of a craft is simulated and can be individually damaged. Additionally, the maneuver system is slightly adjusted. I like the maneuver system, but it's primary flaw is the front-to-back movement, whereas this system will be front-to-front, eliminating the natural advantage of large-base size creating artificial speed. I havent actually figured out how to make that work just yet, but it's definitely planned. Amongst other changes, of course. Each dial will get looked over in the context of modern play and the other adjustments to maneuvering and be rebalanced accordingly. Movement bases would ideally be changed to a hexagonal shape to better simulate which parts of the craft are being damaged, as well as allow for both front and rear shielding, but a system using existing bases has been developed. Craft will bear particular roles that give them bonuses and downsides, that help them fit into a role that suits them canonically.
What's also really neat, is that because the statistics of a ship go MUCH more in-depth, ships like the T-65 X-Wing can much more easily have variants with various statistics changes and an adjustment to price. For example, a T-65B X-Wing and a T-65C-A2 X-Wing could vary in things like Critical Threshold, action bar, accuracy, etc.
Additionally, nearly every craft needs to be built completely from the ground up in terms of health, crit charts, etc. Another important addition in a tournament atmosphere would be the removal of the 100 pt. dogfight and the addition of tournament legal and competitive mission objectives.
So heres the thing. I need people to help. It's a big project, and again, while i'm fairly confident where i want to take this, i'd rather not spend the next 3 years of my life doing this by myself, when i know that there are talented individuals here who could help.
I need people who are willing to pitch in, in various ways. I've got a very decent amount of ships mapped out already, but that needs to be finished. The new combat system needs to be developed and tested. I need to probably completely redesign most pilots and upgrade cards due to complete combat redesign which changes how dice mod actions work, which i'd need help with. I need people who are skilled graphics designers for ship cards. Everything needs to be recosted based on new abilities.
I'll say upfront that X-Wing TCS is not really.... casual friendly. X-Wing is great, in my opinion, because it's just as good for casual players as it is for diehard tabletop players. This... isn't that. It's mostly for the latter group. This isn't a game that goes for 1 hour and 15 minutes, i mean with a wing of 3 X-Wings versus the (so-far undetermined) equivalent number of TIE Fighters could go multiple hours. For casual players or simply players with not enough time on their hands, X-Wing is literally perfect as-is. People like me just really like depth, and i know i'm not alone in that. So, here we are.
To show that i mean business, i'll give a small example of the system i've worked out so far, using X-Wings and TIE Fighters. Excuse the rather crude MS Paint pictures, i'm no graphic artist.
A quick rundown of most of the major changes:
Certain effects, such as criticals, may make maneuvers more difficult. On such an effect, the specified maneuver increases in difficult like so:
Green maneuvers become white maneuvers, white maneuvers become red maneuvers, and red maneuvers are no longer able to be executed.
All ships now have standardized hit locations; Wings, Fuselage, and Cockpit. Even TIE Fighters. Damage done to a Crippled ship part flows to the next hit location like so: Wings -> Fuselage -> Cockpit.
The attack phase is now as follows.
Declare target.
Declare weapon.
Determine Range to target. Each ship has a different range chart. determine modifier from that. If the declared weapon cannot attack at this range, you may declare a different weapon.
Determine To Hit value. Take defender's agility value, add or subtract by range modifier, subtract by your accuracy value, and factor in other modifiers, such as obstacles which add +1 To Hit. Evade tokens may be spent to grant +2 agility. Target Lock tokens may be spent to give a +2 to your accuracy value. Focus tokens may be used to either give a -1 To Hit offensively, or a +1 To Hit defensively.
Roll 2d6. Apply any modifiers.
If the roll meets or exceeds the To Hit value, the attack hit. Determine which side of the base your "attack line"(a line from your peg to theirs) passes through, then which half of the base it is on. If the target has shields remaining on that side, deal that weapon's damage to the shields on that side until all damage has been dealt or all shields have been removed. If there are no shields on that side, or all shields on that side have been removed and there is still damage remaining, roll 2d6 on a chart for that side to determine the part hit, and deal all pending damage to that part.
If your roll value was equal to or greater than the Critical Threshold of the ship, and the side of the base you attacked does not have shields remaining, deal 1 of your damage as a critical to that part of the ship.
If the attack reduced the ship part to below 0 health, that part is destroyed, and an effect is rolled for on the crit chart. Apply that plus any effects on destruction of that part to the ship, starting next round. Each ship has different values at which they are destroyed, but a ship is always immediately destroyed if the cockpit is destroyed, and is removed during the End Phase. Damage done to a Crippled ship part flows to the next hit location like so: Wings -> Fuselage -> Cockpit.
X-Wing TCS 0.15a update:
A rough baseline for movement modifiers has been added.
Speed 1 = -1 to Agility
Speed 2 = +0 to Agility
Speed 3 = +1 to Agility
Speed 4+5 = +2 to Agility
Straight Maneuver = +0 to Agility
Bank Maneuver = +1 to Agility
Turn Maneuver = +2 to Agility
K-Turn, Sloop, T-Roll = +3 to Agility
Front/Rear hit chart
3-5 - Right Wing
6-8 - Fuselage
9-11 - Left Wing
2+12 - Cockpit
Left Side hit chart
2-7 - Left Wing
8-11 - Fuselage
12 - Cockpit
Right Side hit chart
2-7 - Right Wing
8-11 - Fuselage
12 - Cockpit
This is true for all ships. No individualized hit charts. Even on a TIE Fighter, a laser cannon bolt can pass right through the center spoke on the wing and tear up the wing pylon on the fuselage, even pass through the cockpit on it's way.
Crit Chart
2- Discard an equipment hardpoint on this location(ships without an equipment hardpoint on this location treat this as No Critical)
3 - 4- and 5-speed maneuvers are more difficult
4- -1 Accuracy
5- -1 Primary Weapon Base Damage
6- No Critical
7- -1 to all movement modifiers
8- No Critical
9- Turn maneuvers are more difficult
10- -1 Accuracy
11- -1 Agility
12- This location is destroyed.
T-65B X-Wing

TIE/LN Fighter

I'm mostly just kind of throwing this at the wall and seeing what sticks by posting this. If this looks at all interesting and you'd like to be involved, shoot me an email at [email protected]. Otherwise, thoughtful comments, suggestions and criticisms are welcome.
Changelog:
X-Wing TCS 0.1a - Posted.
X-Wing TCS 0.15a - Updated hit and crit chart for simplicity. Added movement agility modifiers. TIE Fighter hit location chart updated. Significant reductions in complexity.
X-Wing TCS 0.17a - Added Y-Wing and TIE Interceptor. Teased ground combat module.
X-Wing TCS 0.25a - Updated Crit Chart and Movement Modifiers. Updated T-65 and Y-Wing hit chart for aesthetics and crit chart update. Added B-Wing, A-Wing, ARC-170, BTL-S3 Y-Wing, and T-65C-A2 X-Wing.
X-Wing TCS 0.3a - Released new, super flashy and good lookin' ship damage cards for all available craft. Released TIE Advanced, Bomber, Defender, and Interceptor Mk. II. Released T-70 X-Wing, U-Wing, and Z-95 Headhunter.
X-Wing TCS 0.35a- You know those flashy damage cards i said i made last update? Yeah, those, but even BETTER this time. Released T-Wing, E-Wing, T-65BR X-Wing, T-47 Airspeeder, TIE Avenger. Updated hit chart.
X-Wing TCS 0.4a- A-Wing, T-Wing, V-Wing, TIE Interceptor, and TIE Interceptor Mk. II statline updated. New Maneuver System released. Ground Combat Module 0.1a released.
Edited by Razgriz25thinf