New Ship Mechanics, Hold the Ships

By Darth Meanie, in X-Wing

24 minutes ago, xanderf said:

It would certainly help the 'swinginess' of evades - I mean, how many times have we all rolled 4 native 'evade' results on 4 dice against a 1-hit attack, and against the following 3-crit attack you roll 0 evades on 5 dice. Your evade results are "statistically" about where they should be, but it sure doesn't feel like that at all...

It's a common enough mechanic in dice games. For example, FFG's own "Elder Sign" has spell cards you can acquire for the investigators, which have one or two slots on them where you can store a dice result for later use.

You'd really want it (like it is in 'Elder Sign') to be a fleet-wide draw, though. IE., a "Will of the Force" card you place alongside your fleet with 2 or 3 dice slots on it. Then add a third step to 'Roll attack dice' and 'roll defense dice' where the person rolling the dice can remove any one die rolled and put it on one of those slots set to the facing you rolled (removing its effect from the current result). At any future point, that die could then be removed to replace a blank result. Would that work as a possible mechanic? (Heck, I guess that could even work as an EPT upgrade - still allowing a fleet-wide draw from the card, but I don't know there is the wording room for it...)

actually, FFG dice aren't well balanced, so there is a greater than average variation in dice quality.

38 minutes ago, xanderf said:

It's a common enough mechanic in dice games. For example, FFG's own "Elder Sign" has spell cards you can acquire for the investigators, which have one or two slots on them where you can store a dice result for later use.

Well, knowing FFG, this would come in the form of a unique astromech that stores a green die and a unique scum crew that stores a red die.

5 hours ago, ficklegreendice said:

need a mobile arc that doesn't allow primary weapons to fire out of the primary firing arc. then make it the standard for turrets

This confuses me. So a YT1300 couldn't shoot straight ahead but a YT2400 with the Outrider title and a Mangler or HLC could?

5 minutes ago, Stoneface said:

This confuses me. So a YT1300 couldn't shoot straight ahead but a YT2400 with the Outrider title and a Mangler or HLC could?

you could if you had your mobile arc set to your front

you could also fire missiles (or any other secondary weapon, such as snapshot) out of your primary firing arc

outrider would be reworded to let you fire cannon out of your mobile arc only

Edited by ficklegreendice
5 minutes ago, ficklegreendice said:

you could if you had your mobile arc set to your front

you could also fire missiles (or any other secondary weapon, such as snapshot)

Oh, ok. I think your original statement needs a bit of refining.

Also, outmaneuver as a base rule for all attacks.

Try Spinning 4 points:

At the start of the combat phase, you may preform a barrel roll and boost actions, if you do, assign evade tokens equal to your ship's agility value

(Not serious)

but turrets should be revamped as mobiles and I really want 4 bank maneuvers, along with an alternative effect for ions and jams. ie. ions can go one straight or make a ship suffer a crit effect without actually taking the damage...

As I also mentioned in the other thread, I love the idea of keywords for a bunch of reasons, but it's not really feasible as an addition to the current game.

I would however, like to see Squad Leaders added into the game to give swarms and the like a buff. I envision them working as a condition in the current game, giving a list wide buff if all ships are the same type e.g. All TIE fighters, or all X-wings.

The condition would probably have to be an elite talent on your nominated leader at the start of the game, and then passed to the next highest pilot skill ship once the leader is defeated. I think it would be good for them to be as generic as possible to allow for play across all factions, but with certain Squad Leaders being more beneficial to certain factions than others.

For example here are a couple off the top of my head whilst writing this;

Veteran Leader - (You may equip this card if all your ships are the same type. You must have a minimum of 3 ships in your squad) Increase your pilot skill by 2 to a maximum of 9. At the start of the Activation phase, you may choose a friendly ship at Range 1-3 and exchange your pilot skill with that ships pilot skill until the end of the round.

Tactical Leader - (You may equip this card if all your ships are the same type. You must have a minimum of 3 ships in your squad) (Double sided) [Not flippable, think adaptibility]

Offensive Formation [Side 1] - At the start of the combat phase you may spend your target lock to allow each friendly ship a Range 1-3 to reroll 1 attack die until the end of the phase.

Defensive Formation [Side 2] - When a friendly ship performs an evade action, it may assign 1 additional evade token. Friendly ships may spend an evade token when receiving damage from bombs.

Mercenary Leader - (You may equip this card if all your ships are a different type. You must have a minimum of 3 ships in your squad) When attacking, if the defender is a unique pilot, you may reroll up to 2 dice. At the end of the round, you must assign this condition to another friendly ship if able.

I think it would be a cool way to refresh high ship count lists. Obviously it will necessitate one of the ships to have an EPT slot, and will need to be balanced in terms of squad points etc., but I think it could be a nice way to entice swarm play back into the game with each bonus from the leader getting more and more valuable the more ships you have in play. You could also add ship specific Leader conditions (e.g. Rogue Leader) to expand on the idea.

Edited by BVRCH
5 hours ago, xanderf said:

This is an amazing idea - sadly kind of impossible to implement at this point, as you'd need to re-issue dials.

Or, well, I mean...FFG could always implement it on ships going forward, but...rather a lot of ships would have benefitted from it to begin with.

Eh, so why not. Makes an aces pack with the new dials, new pilots, and whatnot. Not every dial needs help, but those that do could get this treatment.

Then, both dials are legal for the model. Pick one, or use the only one you have.

Shoot, we've already got 2 damage decks. . .

28 minutes ago, Darth Meanie said:

Eh, so why not. Makes an aces pack with the new dials, new pilots, and whatnot. Not every dial needs help, but those that do could get this treatment.

Then, both dials are legal for the model. Pick one, or use the only one you have.

Shoot, we've already got 2 damage decks. . .

Oh, if we are doing new dials, then we should re-work all large based ships.

I think boost is fine, because it's an action and what not, but I would limit the maximum speed as 3, and i would mostly just use speed 1-2 maneuvers for large ships.

Also, no turret ship would ever have a green turn.

1 hour ago, Commander Kaine said:

Oh, if we are doing new dials, then we should re-work all large based ships.

I think boost is fine, because it's an action and what not, but I would limit the maximum speed as 3, and i would mostly just use speed 1-2 maneuvers for large ships.

Also, no turret ship would ever have a green turn.

Well, I'm not opposed, but. . .

Adding a feature like the Yellow Maneuver that makes a dial better can just get appended to the game. Old players will want the new dial and buy the newest expac, or can settle on using the old one if they don't want to bother.

Nerfing dials is XWM 3.0 because you have to make the old, better dial invalid.

10 hours ago, Kieransi said:

One I've had for a while: Yellow dice for ion weapons. Some faces show ion, some faces show damage. Each ion you roll deals ion tokens, each damage you roll can be cancelled as normal. Some ships/weapons roll a mixture of red and yellow dice.

And then Blue dice for hard to fly ships. They're basically different defense dice that are more random. They have a side that rolls two evades, a side that rolls one evade, two focus sides, and four blank sides.

And black dice for autocannons and other low-damage, low-skill, high quantity weapons. They've got four sides showing damage, one focus side, and three blanks.

And white dice for specialty weapons. Two critical hit sides, two focus sides, and four blank sides.

More dice types allows more flexibility of game design. Too late for X-Wing, but I really liked this in Imperial Assault.

I really like this as an idea to fix the costs people want reworked. Maybe not this specifically but new dice you buy in a pack of like 5-6 different colors with different faces that respresent new att and def dice. Instead of recosting you change the color of the number you roll to a better or worse die as needed per your cost. Here’s the beauty, ffg just reprints the new cards from then forward and you offer an faq file that shows all the changes for existing cards and bam you have just adjusted card values without changing anything but the color of a number on a pilot card and the monetary cost of a larger new set of dice that only needs purchased as much as you need for a roll.

Also the ion idea is cool I can definately see that worked into this idea, missles and torps too the same way of special dice.

10 hours ago, theBitterFig said:

So what is a "yellow maneuver?"

I'm glad you asked!

In the same way that Reload was originally a pilot ability on Quinn Jast, Yellow Maneuvers are essentially what Ello Asty does to his Tallon Rolls. It would be a maneuver which is treated as white if you are not stressed, but treated as red if you are stressed.

For example, the best ship to use these would be the Jumpmaster. The white left Segnor's Loop, the Right Hard 1 and 2, the Right Bank 3, and now that I think about it, maybe even the Straight 4, should be Yellow moves. If you aren't stressed, they're fine. Your dial is wide open. If you are stressed, however, your options are significantly more limited. It'd add an actual drawback to the asymmetric dial.

Basically, it's a way that a dial could be made a little better or a little worse.

Can we make it another colour ... i wouldnt be able to tell the difference between yellow and green if the colour shades are too similar

I have been rather enjoying use of these maneuvers.

I wish I could add them to the dials as options, they are really fun for homebrew games. As it stands, I've just been working them in via upgrade cards, which works okay, but on the dials directly would be better.

ah5NOAQ.jpg

Accuracy/damage desync.

Like some upgrade that gives ties 4 to hit dice but max 2 damage.

Ordnance that has 2 to hit dice but deals like 5 damage.

Something like that.

Edited by Dabirdisdaword
1 hour ago, Dabirdisdaword said:

Accuracy/damage desync.

Like some upgrade that gives ties 4 to hit dice but max 2 damage.

Ordnance that has 2 to hit dice but deals like 5 damage.

Something like that.

not quite the same, but still, something like this?
:D

qj22oha.jpg

Edited by citruscannon
14 minutes ago, citruscannon said:

not quite the same, but still, something like this?
:D

qj22oha.jpg

Yeah, like That!

46 minutes ago, citruscannon said:

not quite the same, but still, something like this?
:D

qj22oha.jpg

Yeah, that would be super easy to implement. Throw as many dice as you want, but then "cancel and X."

One option that has not be used would be "Roll 6 dice. Before defense, chose 2 (3, whatever) of those results and cancel the remaining dice."

Edited by Darth Meanie
On ‎4‎/‎9‎/‎2018 at 6:40 PM, CMDR Ytterium said:

Try Spinning 4 points:

At the start of the combat phase, you may preform a barrel roll and boost actions, if you do, assign evade tokens equal to your ship's agility value

that's a good trick.

I would like to see a new damage deck. Im still good with two damage. However, some different things.

1. Locked controls: you must perform the same manuever as in the previous activation phase. Red manuevers are allowed if stressed, asign stress as normal.

2. Compacent: you.must perform the same action as last activation phase.

Just a couple.ideas. i know the wording isnt great, but.you get the idea.

For what use you may have of it. It's an older thread, but it checks out.

On 9/4/2018 at 11:16 PM, xanderf said:

This is an amazing idea - sadly kind of impossible to implement at this point, as you'd need to re-issue dials.

Or, well, I mean...FFG could always implement it on ships going forward, but...rather a lot of ships would have benefitted from it to begin with.

FFG only needs to list the modified dials on the errata document. As long as they limit themselves to turn some white maneuvers into yellow (especially for large ships), it will be trivial to "update" your dials with a yellow marker.

I still think that, to simulate de pc games, missiles and torpedoes should have been some sort of manouvering/shooting obstacle. What I mean by that is that once the warhead was released in the combat phase, the target should get some sort of token to designate "incoming warhead". The target could discard the token next round by executing a speed 2 or 3 turn (or a speed 2 or 3 bank for torpedoes... maybe get a stress token also...you get the idea). If you don't discard the "incoming token" at the beginning of the combat phase the target just takes 2 dice + 2 worth of damage... (maybe more for torpedoes) and discards the token. The game mechanic could even predict the stacking of "incoming tokens" to make the target even more pressed to discard them next round. You could also just skip your combat phase to discard the token (by shooting down the warhead instead of other targets in that phase).

I think this would be a much more faithfull implementation, although a bit cumbersome.

I would like to see the ability to negate debuffs given to every ship as part of the core rules. What I mean is something like:

- You may perform actions when stressed. If you do, suffer 1 damage per stress token. Then receive one additional stress token.

- You may choose a maneuver when ioned. If you do, suffer 1 damage per ion token. Do not remove the ion tokens this turn.

- You may attack when weapon disabled. If you do, suffer 1 damage per weapon disabled token. Then receive one additional weapon disabled token. Do not remove the weapon disabled tokens this turn.

- You may remove all Jam tokens before performing an action. If you do, suffer 1 damage per Jam token removed.

Stuff like that.

3 hours ago, jesper_h said:

I would like to see the ability to negate debuffs given to every ship as part of the core rules. What I mean is something like:

- You may perform actions when stressed. If you do, suffer 1 damage per stress token. Then receive one additional stress token.

- You may choose a maneuver when ioned. If you do, suffer 1 damage per ion token. Do not remove the ion tokens this turn.

- You may attack when weapon disabled. If you do, suffer 1 damage per weapon disabled token. Then receive one additional weapon disabled token. Do not remove the weapon disabled tokens this turn.

- You may remove all Jam tokens before performing an action. If you do, suffer 1 damage per Jam token removed.

Stuff like that.

This is a really cool idea!
I'd love to borrow this and add it to our homebrew rules.