There’s been a lot of talk lately about power creep in the X-wing game. After all, there’s a limit with what you can do with a few basic mechanics before you end up having to do “more” in order to introduce more interesting game play.
I think there’s still room for some lateral development in the game via new but complementary mechanics. Sure, there’s still the risk of power creep, but these provide more avenues for development and creativity which might hold down the tendency toward creep if used carefully.
Some suggestions include:
1. Additional maneuver options . There are four maneuver options for each maneuver template, without getting into reverse maneuvers: placing the ship with the rear nubs around the template (standard forward maneuver), placing the ship rotated 180 degrees (K-turn and S-Loop), rotating the ship 90 degrees in the direction of a turn (T-roll), and rotating the ship in the opposite 90 degree direction (not currently used). This opens up new maneuvers that could be on new ships’ dials, added via modification or title card, or via pilot ability. Examples listed below, pick names/flavors to taste:
a. Rudder kick. After executing a straight maneuver, rotate the ship 90 degrees to the left or right.
b. Antilles slide. After executing a bank maneuver, rotate the ship 90 degrees opposite the direction of turn.
c. Tanaab slip. After executing a turn maneuver, rotate the ship 90 degrees opposite the direction of turn.
d. Fel flick. After executing a turn maneuver, rotate the ship 180 degrees.
e. Solo turn. After executing a bank maneuver, rotate the ship 90 degrees in the direction of turn.
2. Squadron titles . These have been discussed several times on the boards here: title cards that allow ships to perform as members of a squadron that provide some common benefit. The IG2000 title and Attanni Mindlink are examples already in the rules, another good example proposed is the Rogue Squadron title set:
Rogue Leader (2 point Squadron Title, PS 6 or greater only, X-Wing only): Each Rogue Squadron Pilot in range 1-3 gains your pilot ability.
Rogue Squadron Pilot (1 point Squadron Title, PS 4 or lower only, X-Wing only): When defending, when in range 1-2 of another Rogue Squadron Pilot or Rogue Leader, roll one additional defense die.
3. Tactics cards . This idea provides for Tactics cards whose point cost and function apply to the entire squad, rather than an individual ship – essentially an upgrade “pooled” to the squad which can be used by any or all ships, and whose point cost applies to the entire squad. Examples might be:
“Break! Break!” (1 point Tactics): At the start of the Combat phase, 1 friendly ship may perform a free barrel roll action. Then discard this card.
“Get Set Up for Your Attack Run” (3 point Tactics): At the start of the combat phase, each friendly ship may perform a free Boost or Barrel Roll action. Then discard this card.
“Dodonna Feint” (1 point Tactics): When a ship in your squad performs a red maneuver, you may assign the stress from that maneuver to another ship in your squad. Then discard this card.
4. Changed dice probability . This is an idea taken from Armada and Imperial Assault – provide dice with different mixes of attack or defense results to change probabilities. A new die could be included with a new ship expansion that includes pilot abilities or upgrade cards that use the new die (so if you have the new ability, you have the requisite die, and vice versa). Examples might include:
Example Black Attack Die: 1 x Double Hit, 2 x Crit, 1 x Hit, 4 x Blank.
Example Upgrade. “Enhanced Targeting Computer” (1 point Modification): When attacking, replace one red attack die in your attack roll with a black attack die.
Example Yellow Defense Die: 1 x Evade, 6 x Focus, 1 x Blank
Example Upgrade. “Slippery Target” (1 Point EPT): When defending, replace one green defense die with a yellow defense die.
Example Blue Attack/Defense Die: 4 x Focus, 4 x Blank
Example Upgrade. “One with the Force” (3 point EPT). Once per round, when attacking or defending, you may add a Blue die to your dice roll.
The specific examples above are probably not perfectly balanced, but they do provide some different directions for the game to evolve.