Alternate Format: Whack-a-'Gorth

By Hawkstrike, in X-Wing

So, an alternate X-wing format --

Whack-a-'Gorth is set up and played like your traditional 100/6 game, but you also need six numbers tokens (1 to 6), a d6, and up to 24 damage tokens. Apply the following additional rules:

  1. During setup, after placing obstacles and ships, randomly place a numbered token on each obstacle. These represent Exogorths living in the obstacles.
  2. At the start of the Activation phase, roll the d6. This determines which Exogorth will activate this turn to attempt to swallow a ship. If a token has been removed, re-roll.
  3. During the Activation phase, if a ship's movement template crosses the active Exogorth's obstacle or the ship's base ends touching or overlapping it, the Exogorth makes an immediate attack against the ship (see step 5 below). Also during the activation phase, ships within Range 3 of the Exogorth may use an action to assign the Exogorth a Focus or Evade token, which the Exogorth may use in steps 4 or 5 (the inactive player in step 4 and 5 determines if the Exogorth uses a token when defending against or attacking the opponent).
  4. During the Combat phase, ships may attack the Exogorth instead of another ship, by targeting the Exogorth's obstacle. Each Exogorth has 2 Agility dice and four Hull points. If a damage point is scored, record damage for that obstacle, and the Exogorth immediately withdraws into the obstacle where it cannot be further attacked or attack itself this turn (skip step 5). If a particular Exogorth loses all of its hull points, that Exogorth is killed, and its token is removed from the asteroid. The player killing the Exogorth scores 10 additional victory points to be added to "points destroyed" at the end of the game. SPECIAL: Seismic torpedoes targeting the active Exogorth's asteroid immediately cause the Exogorth to withdraw without suffering damage or removing the obstacle. They have no effect against inactive Exogorth obstacles.
  5. At the end of the Combat phase, if the Exogorth is still active, it attacks each ship in range 1-2 by rolling 3 Attack dice. Ships may defend as normal, and suffer any damage or critical damage that gets through their defenses.

Winners in Whack-A-'Gorth are determined as per normal X-Wing rules: destruction of all opponent's ships, or most points destroyed at the end of a 75-minute round.

Edited by Hawkstrike

Seems like a cool feature in the "Hunger Game" game mode where six or so players have a 30 point ship :) , not sure how well it works in 100/6 though, it'll need to be playtested as obstacles can be used to really screw the opponent by creating a wall of range two outside their base, and you'd have to be nuts to fly through an asteroid cluster and take all this range 1-2 attacks. I'm worried it promotes fortressing/ ignoring obstacles, and I'm not convinced I want a battle of the K-Turns...

What, no Mynock token mechanics?

35 minutes ago, GrimmyV said:

What, no Mynock token mechanics?

That's for the expansion.