Happy MLK Day!

By Kyle Ren, in X-Wing

Just wanted to wish everyone a happy Martin Luther King Jr. day! He is a real American hero, and it's nice that most of us here in the USA get to take a Monday off to remember who he was and what he stood for.

Anyway, just wanted to ask, for those of you who get to take the day off, what are you planning on doing today? I'm enjoying my last day off from college, and going to work on my custom rules to use this...

books-in-slipcase-2-with-wrap.png

...along with X-Wing! And then tonight I'll play a couple casual games of 100/6. What about you? Do anything fun this three-day weekend? (Besides of course regionals)

Ah, last day off from college...those were the days.

Enjoy them. Going back to a real, paying job just isn't as fun.

To your question: I studied for the Praxis and fixed one of my son's bed frames after he and his siblings decided to do cannonballs onto it from a higher bed also in the room. Hoping to get a game or 2 in tonight against my son's Silencer/twin Gunboat list.

Edited by Scopes

I went to the Georgia Aquarium for info on a paper about abyssopelagic animals, and then tried to figure out the physics behind that lightspeed scene in TLJ.

Image result for science gif

Edited by Celestial Lizards

Isn't every day milk day?

The First Edition of the Star Wars RPG had more advanced spaceship combat rules than X-Wing Miniatures does.

For those that don't know, the RPG had these rules for just for spaceship attacks:

  1. Determine difficulty value to hit, from range according to the weapon being fired (different weapons have different ranges and difficulties for every range), or the result of rolling pilot's piloting skill plus the ship's maneuverability, whatever value is higher.
    The defender can spend its action this round to do a full evasion, that adds together the roll of pilot skill plus maneuverability to the range difficulty (instead of just replacing it) for all attacks performed against him this round.
  2. Roll attack dice, depending on the pilot gunnery skill (if it's a fighter) or the gunner's gunnery skill (if it's a turret or a copilot), plus the weapon's fire control. If the result of the roll adds together at least as much as the difficulty value, the attack hits.
  3. If the attack hit, roll for damage, depending on the weapon fired.
  4. The defender has a chance to split their shields to cover any amount of the 4 firing arcs. To do so, the character on charge of controlling the shields needs to pass a Shield skill roll that depends on the amount of arcs to cover. If the attack came from an arc that is covered by any amount of shields, the defender adds the amount of shields covering that arc to the Hull roll to resist damage.
  5. The defender rolls for the Hull stat of the ship plus any amount of shields covering that arc. If the roll result is equal or higher than the damage value, the ship suffers no damage at all. End of the attack.
  6. Otherwise, if the Hull+Shields roll result is lower than the damage roll, the difference is used to know what happens to the ship.
    The effects go from losing shield value, getting reduced controls, being ionized, suffer hull damage, getting some components damaged (weapons, hyperdrive), be severily damaged to the point of requiring immediate evacuation, or even immediate destruction.

As you can see, a great amount of rolls are needed for every single attack, compared to X-Wing's usual two (red dice, green dice).
This is so to give relevance to the many character skills and ship stats the RPG has. X-Wing has, instead, a simplified trio of pilot skill, attack, and agility values, while hull and shield are just buffers for damage. Most of the customization comes thru upgrade cards and pilot abilities.

If you want to replace the RPG space combat rules with X-Wing, then you need to translate the character's skills and the ship's stats into X-Wing stats or abilities. This is easier said that done. But it can be approximated if you don't mind it isn't a 100% faithful representation. For example:

Piloting skills : When defending, you may reroll 1 green die for each 2D you have on this skill. (E.g: A pilot skill of 5D allows for rerolling 2 green dice when defending)
Ship Maneuverability : This is replaced by ship Agility in X-wing.
Gunnery skills : You may roll 1 extra die red for each 2D you have on this skill, then immediately cancel 1 die result. (E.g: A gunnery skill of 5D allows you to roll 2 extra red dice, then immediately cancel 2 dice results)
Force points : You may spend 1 Force point to reroll all blank results, then immediately change all eye results for hit or evade results. If you obtain any crit result while doing this, you might gain 1 point of Dark Side.
Shield skills : After Setup, place as many evade tokens on your pilot card as your Shield skill has whole dice. At the beginning of the Combat Phase you may assign any number of those evade tokens to your ship. Tokens assigned and unspent are discarded as usual.

Yeah, don't worry, my rules will be sufficiently complicated! The challenge will be to get people to agree to play it with me... I'm also thinking of making a campaign that uses weapons/shields/maneuvering energy allocation, like the old PC games... perhaps combining both into one? I think an insane amount of complexity is ok if you're only flying one ship.