Terrain and Mission play (Edit, Rules added)

By Ravncat, in X-Wing Painting and Modification

Figure this counts as modification perhaps?

21558901_10159219337690316_6109529420843

Terrain - Canyon Rocks: These hoodoos and desert mesa's are considered obstacles. These Rocks prevent line of sight entirely, should the shot be "Obstructed" you may not shoot at the target. (use the base of the rocks to determine LOS). The rocks also prevent ships from acquiring target locks on obstructed targets. Treat collisions with these like you do running into a ship - back the ship up along the maneuver template until it's base is in contact with the rocks base. When your template or ship base overlaps a Canyon Rock - your ship is dealt 1 face up damage card, and suffers the effects immediately. Your action is lost. (Note that this will go through shields, so smashing into one, backing up will likely result in taking a second crit on the next turn - this has a pretty good probability of blowing up a small ship - while damaging larger ships.

Sandcrawler - The Sandcrawler is not an obstacle and cannot be overlapped. Should a ship base overlap the sandcrawler - the player who did not overlap the sandcrawler repositions the sandcrawler so that it is in base contact (touching) with the ships final position. It must maintain the same orientation. At the beginning of the combat phase - all ships within range 1 of the sandcrawler lose their red and blue target locks. During the end phase, at the end of the cleanup step, the sandcrawler moves a 1 bank or 1 straight distance from it's current position. During the setup phase, after obstacle placement, the player with initiative may choose to place the sandcrawler. Players take turns performing the sandcrawler movement, beginning with the player who did not place the sandcrawler. (For example, if player A places the crawler, Player B will move it at the ends of odd rounds.) Simple Ver - the sandcrawler may not be targetted. it's considered neutral. Complex ver - the sandcrawler has 8 hull and 0 agility and 1 armor (it's considered to have 1 reinforce token).

Weather :
Dust Storm - Ships may not perform attacks at range 3, ships may only acquire target locks at range 1. During the combat phase, Ships may spend a focus token to perform attacks at range 3. Bombs may not be deployed.

Extreme Wind - choose a direction (we use a d4 to determine one side of the battle field. During the activation phase, At the end of each ship's activation, perform a barrel roll in the direction of the wind. (This includes forward and backward) You may spend a focus token to prevent this effect. Bomb tokens must also be barrel rolled in the direction of the wind. Ground units ignore the wind.

23905278_10159502089480316_3797255536055

23844718_10159491998340316_4898540016107

Terrain - Volcano, This mountain is extremely hazardous. The Player with initiative places the volcano on the central tile of the map. The opposing player may move it within range 1 of it's starting position. The Volcano is treated as a board edge. Should the ships final position overlap the volcano, the ship has been destroyed. Ships may not boost or barrel roll onto the volcano (following all rules for board edges) . The Volcano prevents line of sight entirely, should the shot be "Obstructed" you may not shoot at the target. (use the base of the volcano to determine LOS).

Terrain - Lava Geysers - If your ship base or template overlaps a lava geyser, roll a red die for damage, suffer any result, this damage ignores shields and you are "on fire" - repeat this damage roll every round, until you roll a focus or a blank. (the fire has gone out) (Keep the flame with you as an on fire token) After the fire goes out - you must place the lava geyser token beyond range 1 of any ship and within range 3 of at least 1 ship. No action loss. If a target is obstructed by a lava geyser, Missiles and Torpedoes are completely obstructed, but they have no effect on other shots. (as they explode on contact with the magma.) A lava Geyser placement will detonate bomb tokens.

At-At: An imperial unit - Points ?? - Part of the mission or story - haven't worked points out yet. Hull 10, Armour 1, Attack 3. Agility 0, shields 0. Attacks during the end phase, may move after attacking. may move 1 straight or 1 bank.

At-m6 An imperial unit - Points ?? - Part of the mission or story - haven't worked points out yet. Hull 8, Armour 1, Attack 3. Agility 0, shields 0. Bullseye arc, 0- when attacking a target in the bullseye arc - you may receive a weapons disabled token to roll an additional 2 attack dice. Attacks during the end phase, may move after attacking. may move 1 straight or 1 bank. May launch a seismic charge instead of attacking, if you do this, receive a weapons disabled token.

Edited by Ravncat

Badass! Bonus points for using an actually scaled AT-AT. You're one of the few.

That's exactly what I'd love on this game. And yes, be creative and bring to live all that elements with personal rules.

4 hours ago, Wondergecko said:

Badass! Bonus points for using an actually scaled AT-AT. You're one of the few.

It's surprisingly close to the numbers in my WEG RPG - which call an AT-AT 20.5 meters long, This turns out to be 21.7 meters long - at x-wing scale (Measuring t70 models 1t 4.6 centimeters (roughly) and the At-At at 8cm. This is about 6% too big for the At-At.

Unfortunately, this is a First Order At-At, I couldn't get a Galactic Civil War one, but it's fairly close. The sandcrawler though is 7cm, and turns out to be about to be 19 meters at x-wing scale, about half size, it ought to be 40 meters or so, which suggests that it is simmilar height to, but 2wice as long as the ATAT! I don't get that feeling from the movies though - but we never see them next to eachother. I've got to find a 14cm length sandcrawler! (The F-toys sandcrawler is just about right there.

Edited by Ravncat

I have the F-toys sandcrawler, and use the DeAg AT-ATs, which are very close to scale. The action fleet Alpha concept AT-ATs also work well as a submodel, and are a little smaller. Which AT-AT is that? Might nab one for comparison.

it was released here in Japan yesterday - It's the Tomica TSW-07 first order at-st about 8 dollars us, they also had an ATM6 which i picked up too, since they were the only two.

Great work! it all looks very nice together. I have long wondered why we don't see more dirt-side games. They are common enough in the movies and other media, and can be easily enough implemented.

I have also been working on x-wing terrain and a two player campaign for the last few months as well. I have a ton of ideas, now let's see if I can stay focused and get it done. Thanks for the inspiration to keep at it.

Just make sure you are editing the dials for atmospheric piloting. Basic Tie Fighters have issues flying due to air resistance on the giant solar panels.

1 hour ago, Zeoinx said:

Just make sure you are editing the dials for atmospheric piloting. Basic Tie Fighters have issues flying due to air resistance on the giant solar panels.

For us - no need for that much realism. Have at it if you like. We basically add sets of rules for new terrain obstacles, ground vehicles and weather - if we're feeling like shaking up things that much...

I'll edit in Terrain Rules above...