Fan-made X-Wing 2.0, and how i need help with it. [X-Wing TCS Update 0.4a, 02-27-17, GROUND COMBAT RELEASED]

By Razgriz25thinf, in X-Wing

I really like a lot of your ideas but I think you need to be careful not to make it to complex. Granularity is good, but if we have to worry about damaging 50 different systems, calculating a bunch of dice results, etc. etc. it'll slow down the gameplay to the point of being a tedious slog through mud. Even for a lot of detail oriented people it can be too much....

Overall I'm optimistic at your ideas.

Edited by Gibbilo

A few changes that are on list as of right now;

A universal hit chart. Each ship has 3 modules, Fuselage, Wings, and Cockpit. All that would change is that, depending on orientation, hits to certain locations would be applied to somewhere else, such as attacking a TIE Fighter from the left side, rolling a hit to the right wing just applies the hit to the left wing. This allows for more simplicity with the same overall effect.

Cascading pilot skill advantages(but with the potential removal of pilot skill movement order, instead going for a simultaneous movement) chart. Pretty simple; PS 1-3 = no advantages, 4-6 = +1 to Accuracy, 7-9 = +1 to Accuracy and Agility, but consequently being even more expensive the higher you go. This gives the general feel that better pilots are, well, better. They land harder shots and dodge harder attacks.

Universal crit chart. Using equipment hardpoints for each ship module, like Astromech and Torpedo hardpoints on the fuselage, and cannon hardpoints on the wings of an X-Wing, allows me to boil down a crit chart into randomly discarding hardpoint equipment, which results in the same effect as -1 Base Damage, remove Astromech, etc, as well as other basic effects. This significantly reduces unnecessary complexity.

Shield transferring as an action. Move 1 shield from one hemisphere to the other.

A few thoughts, not guaranteed to be added but just food for thought;

Changing the firing arc system, which would necessitate the change of ship bases. Instead of being a universal arc, each ship has different firing arcs depending on cannon location. Or, just a straight line in the center of the base, that must be traced directly to an enemy ship to attack them. Personally i'm super conflicted about this, i don't honestly believe the maneuver system is precise enough to allow this to be practical. Doubt i'll end up doing this, but it's something i've thought of.

X-wing%20test_zpsbd5wnwoc.png

This is a quick mock up of the X-wing from the first post, it is missing some stuff but I just tossed this together in an hour. Yet it still looks a rather cluttered with information, I like the idea of unique and different Critical charts but I think for an X-wing 2.0 it would need to be something that is sort of married to Armada, a game that has learned alot from the design of X-wing, and X-wing 2.0 would also hopefully likewise have learned from the lessons in Armada.

43 minutes ago, Animewarsdude said:

X-wing%20test_zpsbd5wnwoc.png

This is a quick mock up of the X-wing from the first post, it is missing some stuff but I just tossed this together in an hour. Yet it still looks a rather cluttered with information, I like the idea of unique and different Critical charts but I think for an X-wing 2.0 it would need to be something that is sort of married to Armada, a game that has learned alot from the design of X-wing, and X-wing 2.0 would also hopefully likewise have learned from the lessons in Armada.

!!!!

This isn't bad at all!

All it seems to be missing is it's accuracy modifier.

I really appreciate the fact that you made this. You didn't have to.

And yes, i agree, in it's prototype stage X-Wing TCS can get pretty cluttered, but most of the glaring issues i'm working on resolving.

19 minutes ago, Razgriz25thinf said:

!!!!

This isn't bad at all!

All it seems to be missing is it's accuracy modifier.

I really appreciate the fact that you made this. You didn't have to.

And yes, i agree, in it's prototype stage X-Wing TCS can get pretty cluttered, but most of the glaring issues i'm working on resolving.

No problem, I liked the idea of the critical damage set up, so I wanted to play with it by making the card.

My personal preference, but I'd recommend using some mix of Armada and X-wing dice to get the result you want. But what might be best for the hit chart might be to use the set up Armada has with their ships where they have it with its different attack arcs, just instead of having the attack dice there have it represent how easy or difficult it is to hit the ship's profile, be it from the front, back, or sides.

Edited by Animewarsdude
2 minutes ago, Animewarsdude said:

No problem, I liked the idea of the critical damage set up, so I wanted to play with it by making the card.

My personal preference, but I'd recommend using some mix of Armada and X-wing dice to get the result you want. But what might be best for the hit chart might be to use the set up Armada has with their ships where they have it with its different attack arcs, just instead of having the attack dice there have it represent how easy or difficult it is to hit the ship's profile, be it from the front, back, or sides.

Hmm. That could work. Gives the desired effect, for sure.

I would personally rather stick with standard d6 dice, just because of how simple they are, though. That and everyone's got them. I don't actually own any Armada dice.

21 minutes ago, Razgriz25thinf said:

Hmm. That could work. Gives the desired effect, for sure.

I would personally rather stick with standard d6 dice, just because of how simple they are, though. That and everyone's got them. I don't actually own any Armada dice.

That is understandable, if it helps here is a picture of the different armada die faces:

pic2498909_md.jpg

The white explosions are just damage, the ones with a line through them are critical damage, and the ones that look like reticles are accuracy.

Edited by Animewarsdude

X-Wing TCS 0.15a update:

As mentioned, i've designed a rough baseline for hit and crit charts that is sure to reduce unnecessary complexities. Additionally, 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.

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

Front/Rear hit chart
2-4 - Right Wing
5-7 - Left Wing
8-11 - Fuselage
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 ordnance hardpoint and suffer 1 damage(ships without an ordnance hardpoint 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.

The TIE Fighter location reference is now as follows:

589a0d05a3a4c_TIEFightertemplate0_17a.png.2060bf89615a5dc0e81a6f4ac3392c51.png

I feel this adds just a dash of extra durability to the TIE Fighter, which, along with the movement modifiers, helps it stay alive easier.

The TIE Interceptor, Y-Wing, A-Wing, and ARC-170(because i love it too much) are also under development currently and should be ready by 0.2 alpha build.

Edited by Razgriz25thinf

UPDATE 0.17a

I was planning on releasing 0.2a today which would have included the TIE Interceptor, Y-Wing, A-Wing, and ARC-170, but i'm having some troubles with the ARC and the A-Wings hit locations, so i'm going to put those off a little bit and release what i've got now.

BTL-A4 Y-Wing

Strike Fighter: When you hit a large, huge, stationary, or ground target with an attack, deal 1 damage as a critical hit.

Accuracy: 2

Primary Weapon: KX-5 Laser Cannons(x2), Base Damage 2

Agility: 5

Critical Threshold: 10

Actions: Focus, Target Lock

Proton Torpedoes(x8), Astromech slot, SW-4 Ion Cannon turret(firing arc only)

Special Abilities:

Linked fire: Perform a Primary Weapon Attack with a -1 Accuracy penalty. If the attack hits, deal the hit effect of an equipped turret or cannon secondary weapon along with your primary weapon damage.

Range chart:

Range 1: -1

Range 2: +0

Range 3: +1

58a4b66014ea6_Y-WingTemplate0_2a.png.12a119ea68b7fae121dd7459e93b7a79.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Special rules:

Ion Cannon turret, Range 1-3

When this attack hits, if it hits on a shielded section, deal 2 points of damage to the shield. If this attack hits an unshielded section, deal 1 damage and assign an ion token to that ship.

Ion tokens follow standard rules, with the following additions:

Ground and Stationary targets of various sizes(small, large) follow standard ion token rules.

When Huge Ground and Stationary targets have 3 or more ion tokens, they may not perform actions, move, gain, or use energy. At the start of the End Phase, they may remove 1 ion token.

TIE/IN Interceptor

Interceptor: When attacking a small ship, add +1 to your accuracy value.

Accuracy: 1

Primary Weapon: Ls-9.3 Laser Cannons(x4), Base Damage 3

Agility: 7

Critical Threshold: 8

Actions: Focus, Boost, Barrel Roll, Evade

Range Chart:

Range 1: -1

Range 2: +0

Range 3: +1

58a47f9f44cf7_TIEInterceptorTemplate0_15a.jpg.e0c2ccbab67a916ee4e9527cd9b78492.jpg

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Yes, you read some of that correctly. A ground combat module is officially a target for the future, and i'm simply future proofing these releases so i don't have to go back and do extra work.

What i'm shooting for is to add a large complement of ground vehicles, space stations, emplacements, and infantry, amongst other things. This will likely be really far down the road, as while the movement system for X-Wing is really down-pat, i'd need to make something for ground combat. Shouldn't be TOO hard. Tape measurers seem to be the preferred method of ground movement in tabletop games, so i'll prrrrrrrobably just go with that. I already have a great deal of this worked out luckily, as for a pet project in college early last semester, i worked out a way to play a version of X-Wing TCS on graph paper during classes i hated(don't tell my parents please), which included support for infantry and AT-ATs and AT-STs. Full AI support, too. Anyways, that's where a lot of this is coming from, it's just being heavily adapted to this more in-depth and better thought out system.

Anyways, i'll start teasing what i've got for ground vehicles in the near future.

Edited by Razgriz25thinf

Alright, here's the large update i promised.

I've got a surprising amount of ships ready; I cracked some serious work out last night, feeling motivated.

Update 0.25a is ready. It contains a change to the crit chart, further additions to movement modifiers, the ARC-170, A-Wing, B-Wing, BTL-S3 Y-Wing, and T-65C-A2 X-Wing, as well as updated hit charts for every ship to account for the crit chart change.

I'll start with the updates and move to the new content.

New 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.

What's been changed is the result for 2, which has changed from "Ordnance" to "Equipment" hardpoints. Most ships, predominantly Rebel ships, have several pieces of equipment beyond the standard affair of engines, guns, etc. These are things like Astromechs, Secondary Weapons, Advanced Systems Packages, and so on. The updated hit charts will reflect this.

T-65 hit chart update

58a617b298254_T-65X-Wingtemplate0_21a.thumb.png.54d7981fbea82305736ad7efde323a4b.png

It's been generally cleaned p to look better, and has support for Equipment Hardpoints. It also states which part of the ship that piece of equipment is attached to.

58a617ecaee13_Y-WingTemplate0_21a.png.c6e16ffba5ed6b3ba6289469061e9a12.png

Also added is a further addition to the movement modifier chart. It now looks like such:

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

Some light testing has started to reveal an appropriate level of agility mods i was looking for. It's really easy to get mods for Accuracy, but not for Agility. It boils down to Focus and Evade tokens, whereas many weapons and roles give additional Accuracy. This is not final, but i think it's a good start.

New Content:

A/SF-01 B-Wing

A/SF-01 B-Wing
Bomber: When you hit a large, huge, stationary, or ground target, deal one of your damage as a critical. When attacking a huge, stationary, or ground target, add 1 to your accuracy. When defending against small ships, reduce your agility by 1.
Accuracy: 1
Primary Weapon: N/A
Agility: 5
Critical Threshold: 8
Actions: Focus, Target Lock, Barrel Roll
Proton Torpedoes(x6), Proton Torpedoes(x6), SW-7a Ion Cannon(x3), R-9X Heavy Laser Cannon, Gyrhil 72 Autoblaster(x2), Advanced Systems Package
Range 1: +0
Range 2: -1
Range 3: +0

bfb538ec9758ec8be1063997a002ac42.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Special Rules: The B-Wing has no primary weaponry. You may select between 1 of the B-Wings secondary weapons: Ion Cannons, Heavy Laser Cannon, Autoblasters, or Proton Torpedoes.

Ion Cannons, Range 1-3
On a hit to a shielded section, deal damage equal to the number of cannons to the shields. On a hit to an unshielded section, deal 1 damage and ion tokens equal to the number of cannons to that section.

Heavy Laser Cannon, Range 2-3, Base Damage 4
When attacking a small ship, that ship treats it's agility as 2 higher.

Autoblaster, Range 1, Base Damage 2
Decrease the defender's agility by 1.

Proton Torpedo, Range 2-3, Base Damage 4
You may only perform this attack against ships you have target locked. When performing this attack against a small ship, they may treat their agility as 1 higher. If this attack hits, deal 1 damage as a critical.

ARC-170
Strike: When you hit a large, huge, stationary, or ground target, deal one of your damage as a critical.
Accuracy: 1
Primary Weapon: Medium-Heavy Laser Cannons(x2), Base Damage 3
Agility: 5
Critical Threshold: 9
Actions: Focus, Target Lock, Barrel Roll
Proton Torpedoes(x6), Rear-facing Laser Cannons(x2), Astromech, Co-Pilot, Tail Gunner
Range 1: +1
Range 2: -1
Range 3: +0

b6872f4198cd355666fdd3095e904e5d.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Special Rules:
Rear-facing Laser Cannons(x2), Base Damage 2
After you perform a primary weapon attack, you may perform an attack with this weapon as long as the Tail Gunner equipment is attatched to this ship.
When attacking with this weapon, add 1 to your accuracy. When attacking a small or large ship, decrease their agility by 1.

RZ-1 A-Wing
Interceptor: When attacking a small ship, add +1 to your accuracy
Accuracy: 2
Primary Weapon: RG-9 Laser Cannons(x2), Base Damage 2
Agility: 7
Critical Threshold: 8
Actions: Focus, Target Lock, Boost, Evade
Concussion Missiles(x6)
Range 1: -1
Range 2: -1
Range 3: +0

ba3840fb0c09a4cf869b337392431c8d.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

Concussion Missiles, Range 2-3, Base Damage 4

You may only perform this attack against ships you have target locked. When attacking a small ship, reduce their agility by 1.

BTL-S3 Y-Wing

Strike Fighter: When you hit a large, huge, stationary, or ground target with an attack, deal 1 damage as a critical hit.

Accuracy: 2

Primary Weapon: KX-5 Laser Cannons(x2), Base Damage 2

Agility: 5

Critical Threshold: 10

Actions: Focus, Target Lock

Proton Torpedoes(x8), Astromech slot, SW-4 Ion Cannon turret, Turret Gunner

Special Abilities:

Turret Fire: After you perform a primary weapon attack, if you have the Turret Gunner equipment attached, you may perform an attack with an equipped turret against an enemy unit(even one outside your firing arc.) For this attack, treat your accuracy as 1 lower.

Range chart:

Range 1: -1

Range 2: +0

Range 3: +1

ed9c47acf1ae16f21b2f6a94dc00e7ed.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

T-65C-A2 X-Wing

Multirole: At the start of the Activation Phase, You may declare either +1 agility, or +1 accuracy as a modifier for this turn. During the End Phase, remove that modifier.

Accuracy: 1

Primary Weapon: KX-9 Laser Cannons(x4), Base Damage 3

Agility: 6

Critical Threshold: 10

Actions: Focus, Target Lock, Barrel Roll

Proton Torpedoes(x6), Astromech slot

Range chart:

Range 1: +0

Range 2: -1

Range 3: +0

3ada95455a7caf235425b26a5e5dcbbb.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

More stuff soon.

Edited by Razgriz25thinf

X-Wing TCS Update 0.3a:

Oh man, lots of new stuff today. I busted my booty on a lot of new stuff and i'm super excited to show it off! Mostly; I've finally found the time to take this to Inkscape, and i have some FRESH looking damage cards now. I also have a swath of new ships ready. I'm getting ready to begin integrating infantry combat, so included in this update is a U-Wing as a Rebel Dropship. Once again, all ship cards are going to be replaced with newer versions. With such a drastic increase in aesthetic quality, it makes the game look more complete which is awesome.

This post will cover all replacement cards.

c39ad0cf9ffb183d69cd3c8ef3059dd2.png

798117fd767346148889634fa9f48c75.png

cecd3363f0c199d473198a16ca44f78a.png

933071744b9daf0a255d9c7106dca4b7.png

75364fe03416a03cab76dc263db4c29f.png

a42a12dc788d440f1cb8735ee1ae555e.png

4192d5193fc4ff121050ca6be760bc9a.png

ee33e75d3d6b8d157e5c23931eacbf90.png

Edited by Razgriz25thinf

X-Wing TCS Update 0.3a part 2:

The next post or so will detail new craft additions. Lots of Imperial ships; This generally makes the game more playable from the Imperial perspective. This post will cover all Imperial craft i've added.

TIE/x1 Advanced

Multirole: At the start of the Activation Phase, You may declare either +1 agility, or +1 accuracy as a modifier for this turn. During the End Phase, remove that modifier.

Accuracy: 2

Primary Weapon: Ls-9.3 Laser Cannons(x2), Base Damage 2

Agility: 7

Critical Threshold: 9

Actions: Focus, Target Lock, Barrel Roll, Evade

Cluster Missiles(x4), Advanced Targeting Computer

Range 1: -1

Range 2: +0

Range 3: +1

24cbb3704aca4ecc303abea790c03a04.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Special Rules:

Advanced Targeting Computer

When you perform an attack that hits, if you have the defender target locked, deal 1 damage as a critical(in addition to any other critical hits).

Cluster Missiles, Range 1-2, Base Damage 3

Perform this attack twice.


TIE/D Defender

Multirole: At the start of the Activation Phase, You may declare either +1 agility, or +1 accuracy as a modifier for this turn. During the End Phase, remove that modifier.

Accuracy: 1

Primary Weapon: Ls-9.3 Laser Cannons(x4), Base Damage 3

Agility: 7

Critical Threshold: 9

Actions: Focus, Target Lock, Barrel Roll

M-g-2 General Purpose Ordnance Hardpoint, NK-3 Ion Cannons(x2)

Special Abilities:

Linked fire: Perform a Primary Weapon Attack with a -1 Accuracy penalty. If the attack hits, deal the hit effect of an equipped turret or cannon secondary weapon along with your primary weapon damage.

Range 1: +0

Range 2: +0

Range 3: +1

f9818899300126a1015fd09a67649ec7.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Special Rules:

General Purpose Ordnance Hardpoint: This hardpoint may be equipped with multiple different kinds of launchable ordnance.
The TIE/D Defender may be equipped with either Proton Torpedoes(X6) or Concussion Missiles(x8).

TIE/IN Interceptor Mk. II

Interceptor: When attacking a small ship, add +1 to your accuracy value.

Accuracy: 2

Primary Weapon: Ls-9.3 Laser Cannons(x2), Base Damage 2

Agility: 7

Critical Threshold: 8

Actions: Focus, Boost, Barrel Roll, Evade

Blaster Cannons(x4)

Range Chart:

Range 1: -1

Range 2: +0

Range 3: +1

4bf1c87fa214d6f2931b0396b8b4f87d.png

Special Rules:

Blaster Cannons, Range 1-2, Base Damage 2

After you perform a primary weapon attack, you may perform an attack with this weapon against the same target with a -1 penalty to Accuracy.

TIE/sa Bomber

Bomber: When you hit a large, huge, stationary, or ground target, deal one of your damage as a critical. When attacking a huge, stationary, or ground target, add 1 to your accuracy. When defending against small ships, reduce your agility by 1.

Accuracy: 1

Primary Weapon: Ls-1 Laser Cannons(x2), Base Damage 2

Agility: 6

Critical Threshold: 8

Actions: Focus, Target Lock, Barrel Roll

Proton Torpedoes(x8), Concussion Missiles(x16), Proton Bombs(x10)

Special Abilities:

Salvo Fire: After you perform an attack with an equipped Torpedo or Missile, you may perform another attack on the same target with the same weapon, at a -1 Accuracy penalty.

Range 1: +0

Range 2: +0

Range 3: +1

9ac9204e0d4212f5b7b849149868babc.png

This ship is destroyed if 2 or more locations are crippled, or if the cockpit is destroyed.

Proton Bombs: Use a 1 straight template to drop this bomb out of the rear pegs of your ship base. After this ship has finished activating, detonate the bomb. Any units within Range 1 of the bomb receive 3 damage.

Edited by Razgriz25thinf

X-Wing TCS 0.3a Update Part 3

Now for Rebel Craft.

T-70 X-Wing

Multirole: At the start of the Activation Phase, You may declare either +1 agility, or +1 accuracy as a modifier for this turn. During the End Phase, remove that modifier.

Accuracy: 2

Primary Weapon: KX-12 Laser Cannons(x4), Base Damage 3

Agility: 6

Critical Threshold: 10

Actions: Focus, Target Lock, Barrel Roll, Boost

Universal Weapons Hardpoint, Astromech slot, Advanced Technical Hardware

Range chart:

Range 1: -1

Range 2: -1

Range 3: +0

2658845d5e98398c5ad450ac32ef9b02.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

Special Rules:

Universal Weapons Hardpoint:

Multiple Weapons Systems may be equipped to this hardpoint.

The T-70 X-Wing may equip Light Laser Cannons(x2), Proton Torpedoes(x8), or Concussion Missiles(x10)

Light Laser Cannons(x2), Base Damage 1

Treat this as a primary weapon supplement. Attacks with this ship's primary weapon stack it's Base Damage with this weapon's.

Advanced Technical Hardware:

This hardpoint may be equipped with numerous advanced technologies.

The T-70 X-Wing may equip Weapons Guidance, Sensor Cluster, Primed Thrusters, Targeting Synchronizer, or Pattern Anaylzer upgrades to this slot.

Weapons Guidance: When attacking, you may spend a focus token to add +2 accuracy.

Sensor Cluster: When defender, you may spend a focus token to add +2 agility.

Primed Thrusters: Stress tokens do not prevent you from performing boost or barrel roll actions unless you have 3 or more.

Targeting Synchronizer: When a friendly ship at Range 1-2 is attacking a ship you have target locked, the friendly ship treats the defender as being target locked. If a game effect instructs that ship to discard a target lock, it may discard yours instead.

Pattern Analyzer: When executing a maneuver, you may resolve the "Check Pilot Stress" step after the "Perform Action" step, instead of before.

Learned a while back that the T-70's proton torpedo launchers are actually modular, and could be easily swapped out depending on mission parameters. So there you have it. Various Tech upgrades have been ported to TCS as well.

TIE/FO as soon as i find a wireframe schematic for it....

UT-60D U-Wing

Support Craft: After you perform an attack against a ground target, choose a friendly ground unit within Range 1-2 of the defender. You may remove a stress token from that unit.

Accuracy: 2

Primary Weapon: KX7 Laser Cannons(x2), Base Damage 3

Agility: 5

Critical Threshold: 10

Actions: Focus, Target Lock

Proton Torpedoes(x6), Door-mounted Ion Blaster Turret, Infantry Squad

Special Abilities:

Pivot Wings: After you execute a maneuver, you may open or close this ships wings.

Landing: After you perform a 0-stop maneuver, you may turn this ship 180 degrees. While the wings are in landing position, after you perform a green maneuver, you may Land this ship. If this ship is landed, at the start of the Planning Phase, you may Take-Off.

Attack: Increase your agility by 1.

Disembark: If this ship is landed, you may deploy an Infantry squad within Range 1 of this ship.


Range Chart:

Range 1: -1

Range 2: +0

Range 3: +1

7efbf02ac63133e7c1e813c74f41fc6c.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

Special Rules:

Door-mounted Ion Blaster Turret, Range 1-2, Base Damage 2

Perform this attack out of your right-side firing arc. This weapon may only be used on ground targets. If this attack hits a vehicle, after dealing damage, assign it an ion token.

The addition of the U-Wing signals the start of a significant number of vehicles that interact primarily as ground or ground support vehicles. The U-Wing is a dropship, and as such carries a squad of approximately 10 soldiers. I've got a pretty good idea of what infantry combat will look like, so i'll likely start releasing details for that in the next or one after the next update.

Z-95 Headhunter

Multirole: At the start of the Activation Phase, You may declare either +1 agility, or +1 accuracy as a modifier for this turn. During the End Phase, remove that modifier.

Accuracy: 1

Primary Weapon: KX-5 Laser Cannons(x2), Base Damage 2

Agility: 6

Critical Threshold: 9

Actions: Focus, Target Lock

Concussion Missiles(x2), Concussion Missiles(x2)

Range chart:

Range 1: -1

Range 2: +0

Range 3: +1

445f4280e76ab5ee2245ef781f44a786.png

This ship is destroyed if 2 or more locations are crippled or if the cockpit is destroyed.

Edited by Razgriz25thinf

New Update! 0.3 alpha build is released.

I was so excited by this i couldn't wait to share it, even though it's only the first one i've done:

But i have a completed ship card with full stats and information!

e637d4fbb96bc9f15df5d767a28bb6dc.png

I'm ecstatic with the amount of progress i'm making on integration and refinement. This looks just like how i've always wanted these cards to look in my head.

Edited by Razgriz25thinf

Ok I'm really intrigued by this, but could you walk me through a complete combat step with all modifiers that could apply, I think I'm not getting it right. So if I attack with my X-Wing, the range modifier on my x-wing does what? Increase or decrease accuracy or increase or decrease the agility of defender? Also, depending on the defender's maneuver I increase his agility? or depending my x-wings maneuver? And when do I roll how many dice?

Would be nice if you could step me through one combat phase and what I have to watch out for and what modifiers I have to count, because it looks like a really awesome system.

16 hours ago, JayDestroyaC said:

Ok I'm really intrigued by this, but could you walk me through a complete combat step with all modifiers that could apply, I think I'm not getting it right. So if I attack with my X-Wing, the range modifier on my x-wing does what? Increase or decrease accuracy or increase or decrease the agility of defender? Also, depending on the defender's maneuver I increase his agility? or depending my x-wings maneuver? And when do I roll how many dice?

Would be nice if you could step me through one combat phase and what I have to watch out for and what modifiers I have to count, because it looks like a really awesome system.

Yeah, sure! There'll be a full manual i'll release soon detailing everything, including a quick reference sheet.

Maneuver modifiers increase(or decrease) that ship's agility value. When they get attacked, their base agility + or - their movement modifier is their agility value. You add the speed modifier to the angle modifier to get a full movement modifier.

First, declare a weapon. Then declare a legal target for that weapon. Determine the range. Take the target's agility and modify that with your range combat bonus. This is the base To Hit value.

Modify with any tokens, starting with the attacker.

Then, subtract from the To Hit value your accuracy value.

Roll 2d6. If the roll is at or above the To Hit value, the attack hit. Determine orientation: Draw a line from your peg to theirs. Whichever side of the base it went through, use the hit chart for that side.

Deal damage. Deal damage to shields on that side of the ship until all damage is dealt or no shields remain, then deal damage to the ship location you rolled for. If the To Hit roll met or exceeded the craft's Critical Threshold, deal your last damage as a crit if it does not hit shields.

For instance, a TIE Fighter attacking an X-Wing with it's primary weapon(it's only weapon), who did a 2-speed turn that turn(adding 2 to it's agility), and took the agility bonus from his role(adding 1 more agility), would sit at 9 base agility. The TIE Fighter is attacking at Range 3, so the X-Wing gains 1 more agility, making the To Hit value 10.

The TIE Fighter spends a focus to add 1 to his accuracy. The X-Wing does not have a focus, it has a Target Lock, so it does not modify.

The TIE Fighter's role is also in effect, so it gains an additional accuracy, for a full accuracy of 4. That brings the To Hit down to 6.

The TIE Fighter rolls and gets an 8. The line of attack goes straight through the center of the front arc, so the TIE Fighter uses the front/rear hit chart.

The TIE Fighter deals it's 2 damage to the X-Wings front shields, collapsing them. It has no more damage to resolve, so it completes it's attack.

Edited by Razgriz25thinf
On 7.2.2017 at 6:52 PM, Razgriz25thinf said:

X-Wing TCS 0.15a update:

Front/Rear hit chart

2-4 - Right Wing
5-7 - Left Wing
8-11 - Fuselage
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.

Do you roll 2d6 for this or 1d12? Because with 2d6 I assume you either did not take into account that the probabilities of the numbers 2-12 occuring are not equal or you intentionally did not design it symmetrical.

The dice probabilities to roll a certain sum when rolling 2 6 sided dice are

Result, Probability, Dice pairs

2: 1/36 (1+1)
3: 2/36 (1+2, 2+1)
4: 3/36 (1+3, 2+2, 3+1)
5: 4/36 (1+4, 2+3, 3+2, 4+1)
6: 5/36 (1+5, 2+4, 3+3, 4+2, 5+1)
7: 6/36 (1+6, 2+5, 3+4, 4+3, 5+2, 6+1)
8: 5/36 (2+6, 3+5, 4+4, 5+3, 6+2)
9: 4/36 (3+6, 4+5, 5+4, 6+3)
10: 3/36 (4+6, 5+5, 6+4)
11: 2/36 (5+6, 6+5)
12: 1/36 (6+6)

You should now choose the numbers so the according total % is what you want. At the moment, you'd have

Front/Rear hit chart

2-4 - Right Wing (16%)
5-7 - Left Wing (42%)

8-11 - Fuselage (39%)
12 - Cockpit (3%)

Left Side hit chart
2-7 - Left Wing (58%)
8-11 - Fuselage (39%)
12 - Cockpit (3%)

Right Side hit chart
2-7 - Right Wing (58%)
8-11 - Fuselage (39%)
12 - Cockpit (3%)

I think the left/right side hit charts are ok, but the front/rear chart should be the same for the two wings I guess. So you'd have to do the numbers differently. With an additional suggestion of increasing the cockpit hit chance (3% is awfully low don't you think?, only hitting the cockpit once in 30 attacks is meh), you could do:

2 + 12 - Cockpit (6%)
3 - 5 - Right Wing (25%)
6 - 8 - Fuselage (44%)
9 - 11 - Left Wing (25%)

But you can design it however you like, you just need to add the probabilities listed above, so for Right Wing it'd be 3-5, so 2/36+3/36+4/36 = 9/36 = 0.25.

I'd probably increase the cockpit hit% even more, to like 10% or something, but it gets hard to distribute the other parts equally without ripping apart the numbers where they trigger and it gets not as intuitive when you have to look up for every single number instead of just an interval. But maybe you'd have to do that. Or it needs a d12 dice where all sides are equally distributed in 8% shares.

Be wary that this also accounts for your critical threshold when using 2d6 instead of 1d12.

A critical threshold of 10 means that the probability for scoring a critical hit is 3/36 + 2/36 + 1/36 (10 + 11 + 12), which is 6/36 = 1/6 = 16%. Not bad. Can live with this.

Lowering this to 9 or even 8 increases this probability massively because the additional dice value slices are much more probable. So adding the 9 will improve the odds to score a crit with +4/36 to 10/36 which is 28% compared to the 16% before. Lowering it to 8 will add another +5/36 to 15/36 which is a whopping 42%. I think you have to be very careful with the crit threshold if you want to calculate it this way because of the huge steps it does.

At the moment the TIE Bomber will suffer a crit with 42% chance every attack that hits because it has no shielding (yes?). That's pretty harsh I think and not comparable to the normal x-wing dice where a 1 in 4 hits is a crit (on the dice), or even down to 1 in 6 hits (because focus tokens usually get converted to hits, not crits), maybe even go with 1 in 8. I think 42% is definitely too high.

Also, be wary that this also accounts for your general accuracy/hit determination.

The baseline is, the 7 is the most probable number, I'm not sure if the number was included in the hit calculation or if it has to be more, but let's say you need to hit a 7+ to hit the fighter, that would be a chance of 58%. But since the probabilities for the numbers are not equal, it gets not linearly but increasingly harder to hit the higher the number goes. Here another chart, showing the probability to hit at least a <result> with 2d6 and the loss compared to the previous number.

2: 100%
3: 97% (-3%)
4: 92% (-5%)
5: 83% (-9%)
6: 72% (-11%)
7: 58% (-14%)
8: 42% (-16%)
9: 28% (-14%)
10: 16% (-12%)
11: 8% (-8%)
12: 3% (-5%)

In the middle range, adding or subtracting a number, will make a HUGE difference in the probability of the hit as you can see. Adding or lowering by 1 when you are at 7 will increase or decrease the chance to hit by roughly 1/6 (basically the same as using a single die to determine the result). This could be beneficial for the game system or it could not. It makes sense for a fighter that is almost unhittable (11) to not make any more significant difference by adding one more evade (12), but you have to be VERY VERY careful with designing the numbers when just a single thing can make that much of a difference in the main area (5-9). To make a more granular hit probability you would probably need a D12 where every side has the same probability of hitting, so you would have exactly 8% more chance to hit with every number you add or subtract and not a varying amount as with 2d6.

I'm not sure if you were aware of all this, if you were, then alright, disregard what I said and continue, else I hope this helps in a way and I didn't bore you to death with maths, but I think this is really important for balancing issues and should probably be listened to beforehand when designing before you later try it out and ask yourself why the right wing never damages but the left wing always falls off :)

Edited by JayDestroyaC
9 hours ago, JayDestroyaC said:

Do you roll 2d6 for this or 1d12? Because with 2d6 I assume you either did not take into account that the probabilities of the numbers 2-12 occuring are not equal or you intentionally did not design it symmetrical.

The dice probabilities to roll a certain sum when rolling 2 6 sided dice are

Result, Probability, Dice pairs

2: 1/36 (1+1)
3: 2/36 (1+2, 2+1)
4: 3/36 (1+3, 2+2, 3+1)
5: 4/36 (1+4, 2+3, 3+2, 4+1)
6: 5/36 (1+5, 2+4, 3+3, 4+2, 5+1)
7: 6/36 (1+6, 2+5, 3+4, 4+3, 5+2, 6+1)
8: 5/36 (2+6, 3+5, 4+4, 5+3, 6+2)
9: 4/36 (3+6, 4+5, 5+4, 6+3)
10: 3/36 (4+6, 5+5, 6+4)
11: 2/36 (5+6, 6+5)
12: 1/36 (6+6)

You should now choose the numbers so the according total % is what you want. At the moment, you'd have

Front/Rear hit chart

2-4 - Right Wing (16%)
5-7 - Left Wing (42%)

8-11 - Fuselage (39%)
12 - Cockpit (3%)

Left Side hit chart
2-7 - Left Wing (58%)
8-11 - Fuselage (39%)
12 - Cockpit (3%)

Right Side hit chart
2-7 - Right Wing (58%)
8-11 - Fuselage (39%)
12 - Cockpit (3%)

I think the left/right side hit charts are ok, but the front/rear chart should be the same for the two wings I guess. So you'd have to do the numbers differently. With an additional suggestion of increasing the cockpit hit chance (3% is awfully low don't you think?, only hitting the cockpit once in 30 attacks is meh), you could do:

2 + 12 - Cockpit (6%)
3 - 5 - Right Wing (25%)
6 - 8 - Fuselage (44%)
9 - 11 - Left Wing (25%)

But you can design it however you like, you just need to add the probabilities listed above, so for Right Wing it'd be 3-5, so 2/36+3/36+4/36 = 9/36 = 0.25.

I'd probably increase the cockpit hit% even more, to like 10% or something, but it gets hard to distribute the other parts equally without ripping apart the numbers where they trigger and it gets not as intuitive when you have to look up for every single number instead of just an interval. But maybe you'd have to do that. Or it needs a d12 dice where all sides are equally distributed in 8% shares.

Be wary that this also accounts for your critical threshold when using 2d6 instead of 1d12.

A critical threshold of 10 means that the probability for scoring a critical hit is 3/36 + 2/36 + 1/36 (10 + 11 + 12), which is 6/36 = 1/6 = 16%. Not bad. Can live with this.

Lowering this to 9 or even 8 increases this probability massively because the additional dice value slices are much more probable. So adding the 9 will improve the odds to score a crit with +4/36 to 10/36 which is 28% compared to the 16% before. Lowering it to 8 will add another +5/36 to 15/36 which is a whopping 42%. I think you have to be very careful with the crit threshold if you want to calculate it this way because of the huge steps it does.

At the moment the TIE Bomber will suffer a crit with 42% chance every attack that hits because it has no shielding (yes?). That's pretty harsh I think and not comparable to the normal x-wing dice where a 1 in 4 hits is a crit (on the dice), or even down to 1 in 6 hits (because focus tokens usually get converted to hits, not crits), maybe even go with 1 in 8. I think 42% is definitely too high.

Also, be wary that this also accounts for your general accuracy/hit determination.

The baseline is, the 7 is the most probable number, I'm not sure if the number was included in the hit calculation or if it has to be more, but let's say you need to hit a 7+ to hit the fighter, that would be a chance of 58%. But since the probabilities for the numbers are not equal, it gets not linearly but increasingly harder to hit the higher the number goes. Here another chart, showing the probability to hit at least a <result> with 2d6 and the loss compared to the previous number.

2: 100%
3: 97% (-3%)
4: 92% (-5%)
5: 83% (-9%)
6: 72% (-11%)
7: 58% (-14%)
8: 42% (-16%)
9: 28% (-14%)
10: 16% (-12%)
11: 8% (-8%)
12: 3% (-5%)

In the middle range, adding or subtracting a number, will make a HUGE difference in the probability of the hit as you can see. Adding or lowering by 1 when you are at 7 will increase or decrease the chance to hit by roughly 1/6 (basically the same as using a single die to determine the result). This could be beneficial for the game system or it could not. It makes sense for a fighter that is almost unhittable (11) to not make any more significant difference by adding one more evade (12), but you have to be VERY VERY careful with designing the numbers when just a single thing can make that much of a difference in the main area (5-9). To make a more granular hit probability you would probably need a D12 where every side has the same probability of hitting, so you would have exactly 8% more chance to hit with every number you add or subtract and not a varying amount as with 2d6.

I'm not sure if you were aware of all this, if you were, then alright, disregard what I said and continue, else I hope this helps in a way and I didn't bore you to death with maths, but I think this is really important for balancing issues and should probably be listened to beforehand when designing before you later try it out and ask yourself why the right wing never damages but the left wing always falls off :)

Ah ****.

Dammit. I legit cannot believe i forgot about the 2d6 hit probabilities. I mean, i play Settlers of Catan ALL THE TIME. How did i forget this?

No, i mean, you're totally right, i didn't consider that at all.

Alright, yeah, i gotta release an update for this soon. Thanks for reminding me of this.

Only thing i won't change is the cockpit hit chance. There should only be a 3% chance to lose your craft immediately. Thats the way it works in most other games with instant-kill mechanics, like the two battletech games. Cockpit hits and instant-death crits in Classic and Alpha Strike are only on 12s. Then again theres really no other way to balance the wings on the front hit chart... I guess it would be slightly easier to hit a cockpit when they're rushing you dead on. Alright. Only that gets the 2+12, all the rest stay the same, just so that the wings can be balanced.

I'm not too worried about the To Hit values; That kind of polarizing level of hit chance is fine in my opinion; assuming it's balanced correctly. The 2d6 system of To Hit is how Alpha Strike does it, and i've always looked at Battletech as inspiration for this. Since i know it can work in Alpha Strike, i know it can work here; I just need to ensure that there arent a significant number of ways to modify accuracy or agility to the point where something always or never hits. Luckily, since 2d6 are so.... volatile, theres always a degree of pure chance. You affect the To Hit value, not the roll you made(at least not yet). As long as i can make sure that Accuracy and Agility mods are roughly balanced, so that To Hit values stay around the 5-9 range after all modifiers on an average shot, i'll be satisfied with that.

Edited by Razgriz25thinf

X-Wing TCS Update 0.35a - The Damage Card Update

I've converted all existing ship stats into functional info cards! Even added a few new ships for good measure, which brings us to... ding-ding-ding! 20 Implemented ships!

Oh and the afforemented hit chart update as well.

I'll put the existing ships in this post as that's the bulk of the new content. Gone are the days of hand typing this stuff out; I just post the pictures now. Neat!

Rebel Alliance:

ba26489d2a4223fb112beaf4bace9cb7.png

f14f44f782d46d75fa9f27884d2582e3.png

968eb3b645600baff5994c2aa648dc40.png

c177f17015c210a7931af49908b6988e.png

4dea9fe81c9270bc731c75598f97750e.png

71c24bec0b3246de094191c930b98baa.png

1ba5ebfd5514763c47f83ffce3018342.png

(so yeah it turned out that the B-Wing and U-Wing pictures were super big so uh, a little custom reorganization had to be done)

fbade481d5a3fe8ce523dd63cf2bf38a.png

be333c8a7e3599f3b766ef145474810c.png

d82cb4dc8950dbac6b3e88df097815b1.png

Galactic Empire:

b2758fa2bda508cc847cb6189394e38d.png

44e9e464c472133ab9cee7c63e82245f.png

c4852a8b82888af95f44c6edb43f62f3.png

fbccc44a90dfe0752e15d4d4d3df170c.png

2c34ed2644c40b0bc8ebe0b8c4e2cff6.png

8ad92dc75e6c2b2a5c6bf34c5e34a959.png

This is also a good time to point out faction stuff: You'll notice that on the T-70 X-Wing, it says The Resistance, but is colored Red identical to the other Rebel ships. Given that a lot of ships in the Star Wars universe are owned by various factions, but can still be generally grouped under one master faction(you'll see this A LOT with Scum ships), the overall faction is helpfully color-coded by Red, Blue, and Yellow. You can use the subfactions within to build themed lists.

Edited by Razgriz25thinf

X-Wing TCS Update 0.35a - The Damage Card Update

Part 2: New Content

Rebel Alliance:

34c9a1b34bc903da1fe834897e724132.png

2920b0cc8ebf7602f75934a44db54f89.png

c948f2608716db38fa301c626ce2453a.png

7849efb35693532f551c1f25e1260404.png

3905110a81c6a4536ef448deec7f0f37.png

Galactic Empire:

018f82eabc05e775fbc3238ecaa9aadf.png

Also, finally, the hit chart update.

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

So i did a little bit a playtesting today, and discovered that one T-65B X-Wing is roughly equal to 3 TIE Fighters; Just like it's supposed to be in canon! The X-Wing barely edged out a couple of engagements, usually 1 or 2 attacks from death. This is good; I know that whatever i end up pricing TIE Fighters at, i simply make the T-65B 3x more.

I also tested a new maneuver system; definitely not as clean or crisp as the standard X-Wing maneuver system, but this one uses a tape measurer, and allows for different values to be used depending on whether solely aerial combat is being played, or ground combat is also being played. For example; For aerial combat, Speed 1 is 3" of movement, with a +3" per additional speed. But since ground combat requires a larger playspace, and infantry are much slower than fighter-craft, Speed 1 is increased to 6" of movement, with the standard +3". That allows me a lot of freedom with infantry and vehicle movement distance. Range bands are also changed, in aerial combat with 0" to 6" being Range 1, 7" to 12" being Range 2, and 13" to 18" being Range 3. On ground, that's changed to 0" to 8" being Range 1, 9" to 16" being Range 2, and 17" to 24" being Range 3, simply because Ground combat is, as of now, supposed to be played on a 3' x 6' minimum table, preferably 6' x 6'. Maneuvering is a little wonky right now as i figure out the best way to accurately maneuver starfighters but i've designed a pretty simple simple system for that, which should be ok for now.

It also significantly reduces logistical load over standard X-Wing. You'll never need more than 2 d6s, a tape measurer, your ship dials, focus, evade, target lock, stress, and occasionally ion tokens, ship info cards, quick reference sheet, and of course the ships and ship bases. In X-Wing you need everything above(minus the d6 and tape measurer), plus at least 4-5 dice of each kind, every maneuver template, a range ruler, damage deck, upgrade cards, and shield tokens. In a weird way, X-Wing TCS is actually less complex to set up and play.

Another thing i'm floating is additional agility bonuses for boosting and barrel rolling, say, a simple +1.

I'm also thinking about expanding certain agility values. I like where TIE Fighters are, but TIE Interceptors are supposed to be faster and harder to hit than TIE Fighters, so maaaaaaaaybe ships like that get Agility 8. I think this'll work out ok, simply because most of the time To Hit values make their way back to the 5-9 range, as-is, so giving 1 more agility to the TIE Interceptor shouldn't break anything and should make it more of a fearsome enemy.

You know, i can also use this to fix another core X-Wing issue with ordnance.... being able to acquire target locks at a longer range, thanks to the inherent use of tape measurers. Range 3 at 18", yeah? Make Target Lock range 24". You could snag a Target Lock at effectively Range 4 and dump torps when you get in range. Makes ships with ordnance much more useful.

Edited by Razgriz25thinf

X-Wing TCS Update 0.4a

The Ground Combat Update

Basic rules for ground combat have been developed. It's bare bones at the moment, just two supported infantry units, but the basis for ground combat has been laid. Additionally, the new maneuver system is ready and several ships have had their stats adjusted.

As usual, let's get the updated stuff out of the way first.

f8497e2e95d095dcfbb23d0fc412743f.png

6c31bd3cb326a005d3c6e1cb8fdf790a.png

f3967851567ce6cd50b16180e9f764c2.png

1e3405a4e3278fbe0dbefdd712459d30.png

60041f59384f4bcaf9681fe2b105822e.png

Put simply, A-Wings, TIE Interceptors, and so on are a class above TIE Fighters and equivalents in maneuverability. They should not share the same Agility rating as a TIE Fighter as a result.

This is a blessing and a curse. They're less likely to get hit, but if they are, it'll almost always be a critical, a testament to how fragile some of these ships really are, and the sacrifices to armor that needed to be made in order to gain such agility.

Oh, and also i forgot to provide dials for several new ships. These should suffice:

TIE Avenger:

d0a7f101e8289d5d0e4b27283d03fa82.png

V-Wing:

62ac727e605170d5400abe5e26085178.png

T-Wing:

f64524d7abe279e9c02366f9bc10168a.png

T-47 Airspeeder:

42d07e45ca225146f0947ef8abdfffa6.png

Part 2 coming soon. It's a lot to type up.

Edited by Razgriz25thinf

Your shield numbers on the cards are nearly invisible. I get what you were going for with the color coding, but it doesn't work for that shade of pale blue.