Introduce a third dice, describe how it would work

By Gibbilo, in X-Wing

I've been wondering if it would be possible to introduce a third dice type. It seems inevitable once the designers start looking for ways to expand the game (looking at you condition tokens).

It also got me wondering if anybody has ideas for introducing dice? If so, have you tested it at home? What does your dice look like? d6 or d8? Something else?

In what type of expansion pack would you introduce your dice? Would it come with a modification card that can be equipped on any ship or just certain ships? How would your new dice "rebalance" the meta?

There are lots of ways you could go to. Your dice could be a repositioning dice that gets resolved before your defense dice that might give you a chance at performing a free boost or barrel roll. It could be a surge which let's you apply effects based on your equipped modification when rolling attack dice. Maybe its a shield dice that you roll when you take ordinance damage and gives you a chance to regen a shield?

Maximum Firepower

... it’s vital that you understand how to create the best possible pool of attack dice, anticipate your opponent’s defenses, and learn to position your ships to anticipate their attacks in the next round.

The strength of your attack is represented by its pool of attack dice. There are three types of color-coded, eight-sided attack dice, and each corresponds to a different maximum firing range, as indicated on the game’s range ruler.

SWM01_diagram_rangeruler_white.png
Colored icons indicate which types of dice can fire at a given range. All three dice can fire at close range while only the red dice can fire at long range.

SWM01_dice_red_1.png Red dice have the longest range, though they are the least accurate. Only five of their sides result in hits ( SWM01_hit_white.png ) or critical hits ( SWM01_crit_hit_white.png ), although only two of their sides are blank. The final side has an accuracy ( SWM01_accuracy_white.png ) result, which can be used to strip away your opponent’s defenses, which we’ll explore in more detail below.
SWM01_dice_blue_2.png Blue dice have the second longest range and are the most accurate. They have no blank faces; the faces that don’t result in hits ( SWM01_hit_white.png ) or critical hits ( SWM01_crit_hit_white.png ) result in accuracy ( SWM01_accuracy_white.png ).
SWM01_dice_black_6.png Black dice have the shortest range but deal the most damage. While these dice have two blank sides, they also feature multiple sides that combine both hit ( SWM01_hit_white.png ) and critical hit ( SWM01_crit_hit_white.png ) results.

https://www.fantasyflightgames.com/en/news/2014/10/10/capital-ships-in-battle/

X Wing fix die:

X wing only. you may roll this die in addition to your attack roll. Add the result of the die to your attack.

The die is 8 sides with 1-8 hits on it.

For a game like this there should be a Force dice, for use by heroic pilots. Used to add to attack/defence or maybe to prevent one shots or other negative pilot abilities.. whatever...

However that will never happen, because the game is, unfortunately, 100% geared towards tournament play and 0% towards fluff, theme, casual missions and all the other stuff which I would love to see.

4 minutes ago, BlodVargarna said:

X Wing fix die:

X wing only. you may roll this die in addition to your attack roll. Add the result of the die to your attack.

The die is 8 sides with 1-8 hits on it.

TIE Interceptor fix die

TIE Interceptor only. You may roll this die in addition to your agility roll. Add the result of the die to your agility.

The die is 8 sides with 1-8 evades on it.

there is nothing thematic about the force doing random ****, given how no jedi or sith pulls a slot machine handle to use their force powers

there is also nothing inherently fluffy, thematic or casual about dice. They're a gameplay contrivance for the sake of introducing variance, and in X-wing's case (a game based entirely around maneuvering and positioning) they should be used to reward playing to your ship's positional strengths by maximizing the amount of dice you get to roll and minimizing the amount your opponent gets

they also should NEVER be used to affect the outcome of upgrades, especially when it's just a straight chance of failure like the godawful r5-k6 or r5-d8

because lord knows there's nothing more fun than when the fun things you brought to play with get to do absolutely jack **** because of something completely out of your control. We already have more than enough of that in the red and green dice already packaged in the game

Edited by ficklegreendice

More seriously I'd quite like Epic ships to use blue Armada dice for their primary attacks. Each Accuracy result prevents use of a token.

2 minutes ago, Sasajak said:

TIE Interceptor fix die

TIE Interceptor only. You may roll this die in addition to your agility roll. Add the result of the die to your agility.

The die is 8 sides with 1-8 evades on it.

lol would still get instantly bombed off the table/autoblaster'd by Nym. AGI/green dice is a completely worthless stat.

A one sided die. Like a marble. Roll it. Whatever dice it touches before it stops rolling, those dice are discarded.

5 minutes ago, Favoritism Flight Games said:

lol would still get instantly bombed off the table/autoblaster'd by Nym. AGI/green dice is a completely worthless stat.

We have to start somewhere :lol:

24 minutes ago, ficklegreendice said:

Maximum Firepower

... it’s vital that you understand how to create the best possible pool of attack dice, anticipate your opponent’s defenses, and learn to position your ships to anticipate their attacks in the next round.

The strength of your attack is represented by its pool of attack dice. There are three types of color-coded, eight-sided attack dice, and each corresponds to a different maximum firing range, as indicated on the game’s range ruler.

SWM01_diagram_rangeruler_white.png
Colored icons indicate which types of dice can fire at a given range. All three dice can fire at close range while only the red dice can fire at long range.

SWM01_dice_red_1.png Red dice have the longest range, though they are the least accurate. Only five of their sides result in hits ( SWM01_hit_white.png ) or critical hits ( SWM01_crit_hit_white.png ), although only two of their sides are blank. The final side has an accuracy ( SWM01_accuracy_white.png ) result, which can be used to strip away your opponent’s defenses, which we’ll explore in more detail below.
SWM01_dice_blue_2.png Blue dice have the second longest range and are the most accurate. They have no blank faces; the faces that don’t result in hits ( SWM01_hit_white.png ) or critical hits ( SWM01_crit_hit_white.png ) result in accuracy ( SWM01_accuracy_white.png ).
SWM01_dice_black_6.png Black dice have the shortest range but deal the most damage. While these dice have two blank sides, they also feature multiple sides that combine both hit ( SWM01_hit_white.png ) and critical hit ( SWM01_crit_hit_white.png ) results.

https://www.fantasyflightgames.com/en/news/2014/10/10/capital-ships-in-battle/

I like this. Different ships use different combinations of dice at different ranges... new upgrade cards can change what dice you and your opponent use at different ranges... I mean, ****, this could change up two dice primary ships if they are allowed to use blue dice at range 3!

Holy crap... I hate you. I might have to write up some new house rules! Does Armada have dice packs? :D

Armada does indeed have dice packs

also a defense token which has an effectiveness that varies with range from the attacker

ito gameplay, Armada is FAR superior than x-wing specifically when it comes to differentiating its ships by capability whereas X-wing has...the X-wing being worse than just about every other jouster on a simple, mathematical level. If you had its dice in this game, you could make piddly Tie Fighters into actual threats at close range for example (as opposed to just always bouncing off of green dice)

Edited by ficklegreendice

Thrawn Die

5 sides - Thrawn face - You win

1 side - Rukh face - Reroll this die

10 minutes ago, DarthEnderX said:

Thrawn Die

5 sides - Thrawn face - You win

1 side - Rukh face - Reroll this die

Wouldn't the Rukh side be _You Lose

Xwing needs to add two new dice. A new type of attack and defense dice. Much like Armada has. Then each ship/weapon will show what number of each type it rolls.

So a Jumpmaster would roll two green dice like of does now. But a TIE/sf would roll two "Blue'' dice. Which are better defense dice.

A Blue die would have eight sides. Two blanks. 2 facings with focus. 2 facings with 1 evade. 1 facing with double evade. 1 facing with double focus.

A TIE Fighter might roll 2 green and one blue dice for evades. an Interceptor would roll two blue and one green.

For attack dice, we would add the Black dice.

Black dice would be a d8. 1 blank. 2 focus. 3 hits. 1 double hit. 1 double focus. Impossible to crit, but less chance of blank dice.

A Heavy Laser Cannon would be changed to roll 3 black dice.

A TIE fighter would still roll two red dice. But aXwing would roll two reds and a black.

A TIE Advanced would roll two red and a black.

6 minutes ago, MandoBard said:

Wouldn't the Rukh side be _You Lose

No, cause even when he dies, Thrawn still wins.

1 hour ago, ficklegreendice said:

Armada does indeed have dice packs

also a defense token which has an effectiveness that varies with range from the attacker

ito gameplay, Armada is FAR superior than x-wing specifically when it comes to differentiating its ships by capability whereas X-wing has...the X-wing being worse than just about every other jouster on a simple, mathematical level. If you had its dice in this game, you could make piddly Tie Fighters into actual threats at close range for example (as opposed to just always bouncing off of green dice)

In fairness, Armada having range dependant dice from the start meant the design space was much more open to creating that differentiation through different combinations of dice for various arcs, the defence token system, and the adjustment of the dice pool using clever upgrades. X-wing was somewhat locked in the second the core set launched.

This has come up often enough now that I saved my blurb for it on my google drive:

Accuracy die (blue): has no crits, and several double hit symbols. Double hit symbols on this die require two evades to cancel, but deal one damage if uncancelled. Used for missiles (canonically small, fast, nimble things designed to track and kill light ships, but didn't do much damage against big things with lots of shielding and armour) but also for any similar high-accuracy-low-damage scenarios like flak cannon equivalents, TLTs, etc.

Normal die: the current red die.

Damage die (black): has a lot of crits, and several double crit symbols. Double crits on this die require only 1 evade to cancel, but deal two critical damage if uncancelled. Used for torpedoes (canonically slow, powerful things that are almost impossible to tag fighters with but can cripple large ships and capital ships) and other high-damage-low-accuracy weapons such as HLC.

Cancellation order blue doublehit>hit>black doublehit>crit

Exact numbers of sides and distribution of them woudl be down to playtesting but I'd probably envision these both having more special symbols and less regular hits/crits than the red die, and probably fewer blanks, more focuses.

I'd also want to add impass/legion/descent style surges to all 3 dice to trigger special effects etc off.

Forum search: elite dice

ignore the ones that complain about wizkids games. There was a lot of thought towards this in wave 3-4 but they chose to go ahead and add some 0 dice and some 4th dice so it was too late.

Evade dice: you may discard an evade token to add this dice to your defense dice roll.

5 sides with 2 evades, 1 triple evade, 1 focus, 1 critical damage

Signifies a drastic evasion action to the extent it's very dangerous.

I'd like ionization dice (yellow). The dice have two sides showing damage, one showing focus, and four showing a pulse (from Imperial Assault). If the attack hits, you can use each pulse to deal an ion token to the defender, or use two pulses to deal a "weapons overloaded" token, which changes into a weapons disabled token the next time that ship reveals a maneuver. Some unique pilots could also have abilities that trigger off of pulse results, and a modification could be added that adds two yellow dice to your pool when attacking with a weapon with "ion" in the title (the modification also lets you equip a second different modification), to retrofit this into Ion Cannon, Turret, Pulse Missiles, and Torpedoes.

29 minutes ago, Rakky Wistol said:

Forum search: elite dice

ignore the ones that complain about wizkids games. There was a lot of thought towards this in wave 3-4 but they chose to go ahead and add some 0 dice and some 4th dice so it was too late.

FFG already puts those out, you have to win them at nationals or something. Every one knows the prize dice have an extra evade/CRIT on them.

:P

Bomb dice, regular 12 sided die with numbers.

When a bomb detonates and you are in range. Roll the bomb die after rolling for the bomb damage.

If you roll less than your printed pilot skill, you may cancel any 1 die from the bomb.

3 hours ago, MandoBard said:

Wouldn't the Rukh side be _You Lose

You're forgetting his clone.

4 hours ago, Fuzzywookie said:

A one sided die. Like a marble. Roll it. Whatever dice it touches before it stops rolling, those dice are discarded.

I call it...Death Ball