New Rules for Asteroids

By Pooleman, in X-Wing

So I'm working on new rules for asteroids that I willbe trying tonight. First off, I drilled little holes in my asteroid templates so that I could accomplish 2 things:

  • I want to mount 3D foam asteroids on clear pegs. The same rules for overlapping asteroids will be based on the template, not the 3D foam asteroid.
  • I want to rotate asteroids 90 degrees at the beginning of each activation phase to add a little dynamics to the game.

So hear are the new rules I am working on and am looking for some input"

  1. At the start of each activation phase the player with initiative will rotate one asteroid 90 degrees clockwise using the predrilled hole in the asteroid as its pivit point. The the next player will rotate another asteroid in the same manner. Continue in this fashoin until each asteroid has been rotated 90 degrees. Each asteroid shall only be rotated in this manner once each round.
  2. If a rotating asteroid makes contact with a ship that was not prevoisly touching an asteroid the ship will immediately roll one attack die. On a hit or crit result the ship will suffer 1 damage. That ship may still move this turn but may not perform an action. this turn.
  3. If a ship is overlapping an asteroid when it is rotated the overlapping ship will maintain its current heading even as the asteroid is being rotated. That ship may still move and perform an action this turn.
  4. When a ship is destroyed all asteroids withing range 1 of the destroyed ship will immedietly be moved in the opposite direction of the destroyed ship using the 1 Straight maneuver template. These asteroids will be moved in this direction at the start of each activation phase until the asteroid is moved off the play area or until the asteroid is acted upon by another force (either another ship, another asteroid, or the force of a destroyed ship)
  5. If an asteroid in motion hits another stationary asteroid the asteroid in motion will stop. The stationary asteroid that has been struck will now begin moving in the opposite direction using the 1 straight template.
  6. If an asteroid in motion hits another ship the asteroid in motion will continue along its course. The ship struck by the moving asteroid now roll 2 attack dice, for each hit or crit rolled the ship will suffer 1 damge. If this resulting damage destroys the ship then the guidlines for ships being destroyed within range 1 of an asteroid would apply.
  7. A player may choose to target an asteroid using Tractor Beam. After you declare the asteroid the target of your attack with the Tractor Beam the player will u se the 1 straight template and move the asteroid in what ever direction they chose.

I think these could be fun to employ and add some dynamics to the game. I was thinking of having bombs impact the movement of asteroids but desided to keep it just the the destructive force of the ships exploding. I'm also looking at using amplified inertia to impact the speed of asteroids (if an asteroid moving with a 1 speed template has another ship destroyed near it the asteroid would either accelerate to speed 2 or 0 based on where the ship exploded in relation to the moving asteroid.

Edited by Pooleman
Added or edited rule(s)

You may as well go full tilt and let people use a tractor beam to "throw" an asteriod like Han Solo did in one of the old EU books. Use the 1 template in what ever direction they chose. Let them shoot at it. The asteroid will have an agility only if it is already moving. Maybe one dice if only moving speed 1 and then increase agility if moving faster(if you do that part) Just an idea for ultimate mayhem. Also bombs should definitely set them in motion. They did in Attack of the Clones.

Looks like chaotic fun.

Dash?

21 minutes ago, Jadotch said:

Dash?

Dash still has to declare his ability, so either he ignores all obstacles or he doesn't. Other than perhaps being unable to move through an asteroid the same turn he wants to attack one, I see no real problem.

1 hour ago, JJFDVORAK said:

You may as well go full tilt and let people use a tractor beam to "throw" an asteriod like Han Solo did in one of the old EU books. Use the 1 template in what ever direction they chose. Let them shoot at it. The asteroid will have an agility only if it is already moving. Maybe one dice if only moving speed 1 and then increase agility if moving faster(if you do that part) Just an idea for ultimate mayhem. Also bombs should definitely set them in motion. They did in Attack of the Clones.

I like this idea. I'll write a rule for throwing asteroids with tractor beam. I think these rules would bring Seismic Torpedos into the game in a big way.

Edited by Pooleman

When you hit an asteroids with your ship while flying over it (overlapping template), you could move the asteroid

5 minutes ago, flooze said:

When you hit an asteroids with your ship while flying over it (overlapping template), you could move the asteroid

I'm not so sure. I dont want the rocks to easy to move.

I'm also rethinking the tractor beam. I'm actually going to have to test that before I institute it. Prior to these rules you had to get past the ships agility dice before instituting tractor beam effects. Rocks have no agility. I'm thinking that the standard tractor beam may be too weak to move an asteroid.

Just from a lore perspective, I believe an asteroid made short work of a tie fighter or two in the original trilogy. Perhaps if an asteroid reaches a certain velocity, or hits a ship with a certain hull value, or that ship is travelling at a certain velocity, the ship is destroyed? Lots of options there.

12 minutes ago, Steelgunner said:

Just from a lore perspective, I believe an asteroid made short work of a tie fighter or two in the original trilogy. Perhaps if an asteroid reaches a certain velocity, or hits a ship with a certain hull value, or that ship is travelling at a certain velocity, the ship is destroyed? Lots of options there.

There are lots of options. However, my desire is to add a little flavor to the game without changing everything outright. TIE Fighters already have enough working agaisnt them, I don't want to make it worse. I wanted these things to move but still be fairly predictable. Do we really want 'roids moving around at speed 5? I just want to add a little flavor, not ruin the whole dish. I think some experimenting and tinkering is required.

Might be cool to have obstacles with nubs, like this:

obsconcept-01.jpg

These could move around randomly just like they do in the moooooovies.

You roll a red die to determine which direction it moves (a blank means it doesn't move). Fit a speed-1 straight template into those nubs. Move the obstacle to the other side of the template and rotate it, fitting it back into the same nubs. (You could make this movement more random by adding a second die-roll to determine which nubs to use when placing it in its new position, but that's probably not worth the trouble.)

Edited by DagobahDave
2 hours ago, Pooleman said:

I'm also rethinking the tractor beam. I'm actually going to have to test that before I institute it. Prior to these rules you had to get past the ships agility dice before instituting tractor beam effects. Rocks have no agility. I'm thinking that the standard tractor beam may be too weak to move an asteroid.

I agree about the agility thing. Maybe only allow tractor beams to move a asteroid that is already in motion due to an explosion? It's easier to nudge an object that is already moving. Give the asteroid an agility equal to the number of turns it has been moving because once an object has a trajectory it is harder to change?(I have no idea of the real world physics) Could be cool. Also upon further reflection, I remembered that in the story from the EU I was referring to, Han actually used his repulsor drive to push asteroids away from himself and into other ships. Maybe in your crazy asteroid game mode, just give every ship the "Repulse" action which would allow you to move an asteriod that was already in motion (again, it's easier to nudge, maybe) away from yourself. Make it large ship only(small ship repulsors don't have the power) That way an asteriod that moved in your path all the sudden, would be able to be moved at the cost of your action. Just a thought

34 minutes ago, JJFDVORAK said:

I agree about the agility thing. Maybe only allow tractor beams to move a asteroid that is already in motion due to an explosion? It's easier to nudge an object that is already moving. Give the asteroid an agility equal to the number of turns it has been moving because once an object has a trajectory it is harder to change?(I have no idea of the real world physics) Could be cool. Also upon further reflection, I remembered that in the story from the EU I was referring to, Han actually used his repulsor drive to push asteroids away from himself and into other ships. Maybe in your crazy asteroid game mode, just give every ship the "Repulse" action which would allow you to move an asteriod that was already in motion (again, it's easier to nudge, maybe) away from yourself. Make it large ship only(small ship repulsors don't have the power) That way an asteriod that moved in your path all the sudden, would be able to be moved at the cost of your action. Just a thought

I appreciate the input. I’m going to try the bare bones tonight and see how it goes.

51 minutes ago, DagobahDave said:

Might be cool to have obstacles with nubs, like this:

obsconcept-01.jpg

These could move around randomly just like they do in the moooooovies.

You roll a red die to determine which direction it moves (a blank means it doesn't move). Fit a speed-1 straight template into those nubs. Move the obstacle to the other side of the template and rotate it, fitting it back into the same nubs. (You could make this movement more random by adding a second die-roll to determine which nubs to use when placing it in its new position, but that's probably not worth the trouble.)

So cool! Even if not ever implemented in this game, I might have to steal this for a HotAC-style campaign...

3 hours ago, Steelgunner said:

Just from a lore perspective, I believe an asteroid made short work of a tie fighter or two in the original trilogy. Perhaps if an asteroid reaches a certain velocity, or hits a ship with a certain hull value, or that ship is travelling at a certain velocity, the ship is destroyed? Lots of options there.

They were already down to one hull at that point. Then ... BLAM!

7 hours ago, Pooleman said:

So I'm working on new rules for asteroids that I willbe trying tonight. First off, I drilled little holes in my asteroid templates so that I could accomplish 2 things:

  • I want to mount 3D foam asteroids on clear pegs. The same rules for overlapping asteroids will be based on the template, not the 3D foam asteroid.
  • I want to rotate asteroids 90 degrees at the beginning of each activation phase to add a little dynamics to the game.

So hear are the new rules I am working on and am looking for some input"

  1. At the start of each activation phase the player with initiative will rotate one asteroid 90 degrees clockwise using the predrilled hole in the asteroid as its pivit point. The the next player will rotate another asteroid in the same manner. Continue in this fashoin until each asteroid has been rotated 90 degrees. Each asteroid shall only be rotated in this manner once each round.
  2. If a rotating asteroid makes contact with a ship that was not prevoisly touching an asteroid the ship will immediately roll one attack die. On a hit or crit result the ship will suffer 1 damage. That ship may still move this turn but may not perform an action. this turn.
  3. If a ship is overlapping an asteroid when it is rotated the overlapping ship will maintain its current heading even as the asteroid is being rotated. That ship may still move and perform an action this turn.
  4. When a ship is destroyed all asteroids withing range 1 of the destroyed ship will immedietly be moved in the opposite direction of the destroyed ship using the 1 Straight maneuver template. These asteroids will be moved in this direction at the start of each activation phase until the asteroid is moved off the play area or until the asteroid is acted upon by another force (either another ship, another asteroid, or the force of a destroyed ship)
  5. If an asteroid in motion hits another stationary asteroid the asteroid in motion will stop. The stationary asteroid that has been struck will now begin moving in the opposite direction using the 1 straight template.
  6. If an asteroid in motion hits another ship the asteroid in motion will continue along its course. The ship struck by the moving asteroid now roll 2 attack dice, for each hit or crit rolled the ship will suffer 1 damge. If this resulting damage destroys the ship then the guidlines for ships being destroyed within range 1 of an asteroid would apply.
  7. A player may choose to target an asteroid using Tractor Beam. After you declare the asteroid the target of your attack with the Tractor Beam the player will u se the 1 straight template and move the asteroid in what ever direction they chose.

I think these could be fun to employ and add some dynamics to the game. I was thinking of having bombs impact the movement of asteroids but desided to keep it just the the destructive force of the ships exploding. I'm also looking at using amplified inertia to impact the speed of asteroids (if an asteroid moving with a 1 speed template has another ship destroyed near it the asteroid would either accelerate to speed 2 or 0 based on where the ship exploded in relation to the moving asteroid.

Didn't artari have a game like this. But to be honest too long and drawn out. I honestly didn't get half way thru the change before giving up on reading it. So based on that alone I would say its a bad game idea. Sorry

Regards.

I would take out having to move the asteroids every turn. That over complicates the rounds. But I do like the idea they react when being hit or shot or tractored. Maybe use a Starwars RPG dice and a set table to give you the outcome of your interaction from either hit, shooting, or tractor beam. Make them move, destroy them, or bounce off them making them drift.

1 hour ago, Lonestar83 said:

Didn't artari have a game like this. But to be honest too long and drawn out. I honestly didn't get half way thru the change before giving up on reading it. So based on that alone I would say its a bad game idea. Sorry

Regards.

Doesn’t bother me. I’m doing t anyway.

4 hours ago, DagobahDave said:

Might be cool to have obstacles with nubs, like this:

obsconcept-01.jpg

These could move around randomly just like they do in the moooooovies.

You roll a red die to determine which direction it moves (a blank means it doesn't move). Fit a speed-1 straight template into those nubs. Move the obstacle to the other side of the template and rotate it, fitting it back into the same nubs. (You could make this movement more random by adding a second die-roll to determine which nubs to use when placing it in its new position, but that's probably not worth the trouble.)

OMG SOMEBODY MAKE THIS!!!