X-Wing TCS Update 0.4a Part 2
Well, i was literally 5 minutes from finishing this post when i accidentally hit Ctrl-W, closing the page, and losing 1 hour and 30 minutes of work. So that's nice. This version of this post will have less explanations for stuff. Sorry.
The Maneuver System:
This system uses a tape measurer for physical distance in inches of movement. Sorry for anyone overseas.
For Aerial-only combat, as in, space vehicles only, the maneuver distances are as follows:
Speed 1: 3"
Speed 2: 6"
Speed 3: 9"
and so on. +3" per successive speed.
Range 1: 0-6"
Range 2: 7-12"
Range 3: 13-18"
Target Locks may be acquired out to 24".
Straight Maneuvers are performed by lining up the front of the base with the tape measurer on an inch line, with the tape measurer running parallel with the side edge of the base and moving the ship forward along the tape measurer the appropriate distance.
Example: Speed 3 straight


Banks: Align the tape measurer to run along the fire arc line on the appropriate side of the base, then rotate the base until the side edge of the base is running parallel with the tape measurer. Then execute the rest of the maneuver as you would a straight maneuver.
Example: Speed 2 left bank




Turns, execute them as you would a bank, except do another 45 degree angle turn at the end of the maneuver, then press the base flush with the tape measurer.
Example: Speed 2 left turn



K-turns, Sloops, and TRolls are performed just like their standard maneuver counterparts, but with the appropriate degree changes at the end.
Ground Combat:
The aerial unit maneuver system is identical except the distances for the speeds.
Speed 1: 6"
Speed 2: 9"
Speed 3: 12"
and so on. Standard +3" for successive speeds.
Range 1: 0-8"
Range 2: 9-16"
Range 3: 17-24"
Target Locks may be acquired out to 32".
Ground Units always activate first and in their entirety before Aerial Units do. The player with initiative starts by activating 1 ground unit of their choice, then the other player activates 1, and so on back and forth until all Ground Units have activated. If their are uneven numbers of ground units between the sides, the player with initiative groups his units equally into blocks, with as many blocks of their units as their opponent has of total units. The player with initiative must have activated all of their units before the other player has activated their last ground unit.
Example: Player 1 has 7 squads, and Player 2 has 2. Player 1 has initiative, and organizes his units into 1 block of 3 squads and 1 block of 4 squads. Player 1 then activates the block of 3 squads. Player 2 activates 1 squad, Player 1 activates his remaining 4, and then Player 2 activates his last squad. During that turn, Player 1 loses 1 squad and Player 2 deploys 1 more from a U-Wing. Next turn, Player 1's units are grouped into 3 blocks of 2 squads each.
Most ground units have significantly more flexibility in their movement than aerial units do. Ground units do not plan maneuvers ahead of time. Additionally, most can move freely in any direction, and as much or as little of their allotted movement distance as they want. Ground Units that move more than 1" gain their movement Agility bonus, if they have one. Ground units may move if able, then perform an action if able.
Once all ground units have activated, then Aerial Units activate like normal.
Before an Aerial Unit reveals it's dial, it may declare an Altitude Change. An Aerial Unit may be at either High or Low Altitude. Units at Low Altitude may attack and be attacked by Ground Units if able, but may not attack other Aerial units, and Units at High Altitude may attack other Aerial Units but not attack or be attacked(unless otherwise specified) by Ground Units. Aerial Units at High Altitude may attack other Aerial Units regardless of what Altitude the defending unit is at. Use a coin or die to represent Altitude. Tails or 1-3 is Low Altitude, Heads or 4-6 is High Altitude.
When Aerial Units collide, both units roll an attack die. On a 6, reduce that unit's Altitude. If it's at Low Altitude, it suffers a critical to a hit location. Then follow all normal effects for collisions.
Ground Units also always attack AFTER all Aerial Units have attacked, starting with the player with Initiative attacking with all of their ground units, then the other player. Combat is considered simultaneous for ground units, so Ground Units that are destroyed at any point during the turn may still perform an attack and are not removed until the End Phase.
When attacking a Ground Unit, you must be able to physically see that Unit's base through that Unit's line of sight. If 1/3 or more of a Unit's base is obscured, it is in Cover and adds +2 to it's agility during that attack. Additionally, if any part of a Unit's Base is touching woods, it adds +2 to it's Agility and reduces it's Accuracy by 1. Woods to not count as obscuring the base unless the line of sight goes through 6" or more of woods, in which case that unit is considered obscured and may not be attacked. Ground Units that are not Infantry add +1" of movement for every 2" it goes through woods unless otherwise specified. Firing arcs for Infantry are drawn as a straight line placed perpendicularly from the very back edge of the base, like a marble on a table.
Unless otherwise specified, Infantry units may only attack out to Range 2.
Morale replaces Critical Threshold for Infantry units. When a To Hit value is rolled that hits that squad, if it is at or higher than the unit's Morale value, roll on the Morale chart. This represents unit cohesion potentially breaking down after traumatic attacks that can leave members of the squad suffering from anxiety, panic attacks, or other mental problems.
2: This unit is broken. Flee this unit 3” away from the attacker. Receive 2 stress tokens.
3: This unit is broken. Reduce Morale by 2.
4: This unit is broken.
5: Flee the unit 3” away from the attacker.
6: Reduce Morale by 2.
7: Skip your Perform Action step next turn.
8: -1 Accuracy.
9: -1 Agility.
10: No Morale effect.
11: -1 Accuracy, +1 Agility
12: Place an evade token and a stress token on this squad.
Unit Broken: When this unit activates, roll 1d6. On a 3 or lower, this unit does not move or perform actions this turn. Reduce the result by 1 for every stress token on this unit. Once this unit has finished activating, it may remove 1 stress token.
Infantry stress: A stressed unit may not perform actions. Each stress token reduces that unit’s Morale by 1 until it is removed. A unit may move only half(rounded down) of it’s total movement distance to remove a stress token.
Some effects can be catastrophic to squad cohesion or possibly even advantageous, depending on how high you roll. Some people simply cope with traumatic events well.
All i have are 2 infantry squads, almost exclusively for de-bugging purposes, but the system is totally functional as-is and so it is being released as i have it now.
Infantry, Galactic Empire, Stormtrooper Squad
Movement: 3”, modifier +2
Fanatical Devotion: Once per game, when you roll on the Morale chart, You may re-roll the Morale check. You must use the rolled result unless it is lower than your first roll.
Personnel: 9
3-8: 6 Rifleman, 9-11 2 WEB gunners, 2: Commander, 12: Choose 1 personnel
Accuracy: 1
Agility: 6
Morale: 10
Primary Weapons: E-11 Blaster Rifle, Base Damage 2
Frag Grenade(x2), WEB turret, Vibroblade, Plastoid Armor
Focus, Suppress, Charge
Range 1: +0
Range 2: +1
Frag Grenade: Range 1, Base Damage 3
WEB turret, Range 1-2, Base Damage 4
Action: Deploy this turret. While the turret is deployed and at least 1 WEB gunner is alive, you may perform attacks with this weapon. Reduce the squad’s agility by 2 while this weapon is deployed.
When this squad moves, un-deploy the WEB turret. You may not perform attacks with this weapon until it is deployed again.
Plastoid Armor: When this squad is hit with an attack, and the pending damage is higher than 1, roll 1d6. On a 6, reduce the incoming damage by 1.
Vibroblade, Base Damage 2:
When this squad is touching an enemy infantry unit, you may perform this attack at 0 accuracy. Neither you nor the defender may modify this attack except with movement modifiers.
Suppress: Select an enemy Infantry unit within Range 1-2. Roll a d6. On a 1-5, that unit reduces it’s Accuracy by 1 this turn. On a 6, that unit receives a stress token.
Charge: Select an enemy unit within Range 1-2. You may reduce this unit’s accuracy to 0 to move this unit it’s movement distance towards that unit.
Infantry, Rebel Alliance, Rebel Soldier Squad
Movement: 4”, modifier +2
Resourcefulness: When you deploy this squad, equip either a PLX-1 or Grenade Launcher to this Unit as a Special Weapons trooper.
Personnel: 9
3-9: 7 Rifleman, 10-11: 1 Special Weapons, 2: Commander, 12: Choose 1 personnel
Accuracy: 2
Agility: 7
Morale: 8
Primary Weapons: A280 Blaster Rifle, Base Damage 2
Frag Grenade(x2), Vibroblade, Special Weapons
Focus, Hunker Down, Evade, Charge
Range 1: -1
Range 2: +0
Hunker Down: When this unit is in cover, increase Accuracy and Agility by 1 until the next time this unit moves. The next time this unit moves, it treats it’s movement distance as halved.
PLX-1 Launcher, Range 1-2, Base Damage 2:
Place 3 munitions tokens on this unit. When you perform this attack, remove a munitions token from this unit. If you do not have one, you may not perform this attack.
Action: Acquire a Target Lock on an enemy unit at Range 1-2. You may not acquire a Target Lock on an Infantry unit.
You may only perform this attack against a unit you have Target Locked and as long as your Special Weapons trooper is alive.
Grenade Launcher, Range 1-2, Base Damage 3:
Place 5 munitions tokens on this unit. When you perform this attack, remove a munitions token from this unit. If you do not have one, you may not perform this attack. This attack may only per performed against infantry and small or large ground units, and as long as your Special Weapons trooper is alive.
When you hit a large ground unit with this attack, roll 1d6. On a 4 or lower, do not deal damage to that unit.
When an Infantry unit is hit with an attack, roll 2d6 for each damage dealt, and kill 1 personnel from the corresponding result. If there are no more personnel of that kind alive, flow left in a circle until you reach a category of personnel that has personnel still alive, and kill one of those.
Commander: When this personnel is killed, reduce any Morale rolls by 2 and any Unit Broken checks by 1.
When an infantry unit has personnel remaining at a value half(rounded down) or less of it’s original value, increase it’s Agility by 1 and decrease it’s Primary Weapon Base Damage by 1.
When an Infantry unit is hit by an attack from an Aerial Unit or a Huge or larger Ground unit, double the damage value dealt. For example, an X-Wing's laser cannons would deal 6 damage to Infantry.
Edited by Razgriz25thinf