Genesys, X-wing, Armada, and ZOIDS

By Darth Sanguis, in Star Wars: Armada Off-Topic

I am in the process of developing a Zoids based Genesys game that's a bit different, I'd like your thoughts.

Since Genesys is a narrative rpg, I'm using it to flush out the world, the npcs, the characters, governments, plot, and all the other various non-robot-combat based things, but for the combat itself, I thought it more apt to use a combat focused system, so I added a mix of the Star Wars X-wing and Armada games. I'm using the bases, maneuvers, and turn based systems from X-wing but using Armada's ranges, damage dice, and defenses...

I'm still pretty early in dev, but I just finished my conversion card that lets me apply Genesys and outside stats to the "ships" (zoids) in the x-wing game. I started with the base stats for the zoids from the old GBA game Zoids sagas II (or legacy in US), I have an old strat guide with every zoid listed. Once I established what each stat controlled in the GBA game I was able to decide which were usable as a basis for the x-wing version.

I ended up snagging HP, EP, GEP, SP, MM, DF, AM

HP=Hull Points
EP=Energy Points
GEP=Generated Energy points
SP= Speed
MM= Movement/Maneuverability
DF= Defense
AM= Crit Mitigation


I made a formula to replace the SR, IV, and DCP stats which applied to their combat system's accuracy and turn system and replaced them with just SR

As shown:
8pM3deQ.png

Here's how these work

A common command wolf is worth $25,000

To make zoids more available to players I made SR a quality based system ranging from -3 to 3. Dividing the cost of 25k across the 7 quality levels made each version cost $3600 more than the last, so for instance a command wolf with SR rating of -3 would only cost a player $3600, but would have lower stats because of it, where as a command wolf with an SR rating of 3 would cost $25,200 but would have high stats. Players choose their zoids by what they can afford, different models may be over all weaker but still have a higher SR.

The rest of the command wolf's stats are as follows:

HP:120
EP:18
GEP:2
SP:210
MM:70
DF:20
AM:60

If you take this character

XEmqNwo.png
a basic human pilot with 2 ranks in piloting and apply both him and these stats together on the card above

You get this:
RZk8AyM.png
Which in an X-wing game would be a "ship" with 5 shields 19 Hull that has a card value of 1. Energy points is going to be the ammunition system each weapon has a cost/range/ and number of armada dice assigned. After attacking you subtract the cost from your EP, your GEP is how much you recover at the end of each round which consists of a base number (in this case 4) and a number of dice, you roll the dice when that ship recovers, each hit counts as an extra point recovered and is added back in (in this case 3 red dice *Armada* are rolled). The combat system uses Armada's dice and defenses, so based on this zoid's stats it has 2x evade tokens and a contain. It cannot suffer critical damage while it has "armor" any damage to the hull can proc a crit.

Other than these slight changes the system will run mostly like a game of x-wing, zoids with lower numbers moving first attacking last and zoids with higher numbers moving last and attacking first.

I haven't assigned maneuver dials yet, but I'm thinking on basing them on the zoids base SP, and MM stats and then using player ranks in piloting to upgrade an equal number of maneuvers and the SR rating to up/down grade the rest.

Thoughts?

So I did a bit more refining with a fellow GM and managed to sort of the X-wing/Armada phases

How combat breaks down:


1.) Planning Phase
-Players secretly choose their maneuvers (in this case, if the players are working as a team they can take a moment to plan their moves together, but ultimately if a player doesn't agree, what they choose is still up to them.)

2.) Activation Phase
-In order of lowest to highest INT players and NPCs activate their zoids, perform their maneuver, and use actions if one is available to them until all zoids have activated.

3.) Combat Phase
-In order of highest to lowest INT players and NPCs attack with their zoids until all zoids have attacked (attacks break down as followed)

A.) Declare target

I.) The attacker declares the defender
II.) The attacker measures range and LoS

B.) Roll attack dice

I.) The attacker chooses a weapon and gathers all dice available at the defenders range (if no dice can be gathered at that range the attack is canceled).
II.) The attacker spends the required EP from his total pool (If the attacker does not have enough EP the attack is canceled).
III.) The attacker rolls their dice.

C.) Resolve attack effects

I.) The attacker can resolve any of its effects that modify its dice. This includes talent effects.
II.) The attacker can spend one or more of its [Accuracy] icons to choose the same number of the defender’s defense tokens. The chosen defense tokens cannot be spent during this attack.

D.) Spend defense tokens

I.) The defender may spend one or more of their defense tokens. (they cannot spend the same type of token twice in one attack).

E.) Resolve Damage

I.) The attacker can resolve one of its critical effects, if rolled.
II.) Then the attacker determines the total damage amount. The damage is the sum of all [Hit] and [Crit] icons.
III.) Then the defender suffers that total damage, one point at a time.
IV.) Each ship has the following standard critical effect: “ If the defender is dealt at least one damage card by this attack, deal the first damage card face-up.”
V.) A zoid cannot attack the same zoid more than once per activation.

4.) End/status Phase
-Players perform any necessary clean up, refresh defense tokens, and apply their GEP.

A.) Recover EP

I.) In order of highest to lowest INT players and NPCs recover EP according to their calculated GEP and roll the corresponding bonus dice.
II.) The the sum of all [Hit] and [Crit] icons is added to the total EP recovered.

B.) Refresh exhausted defense tokens.

C.) Remove one stress token.


These phases repeat indefinitely until all player zoids are destroyed, all NPCs are destroyed or other objective based conditions are met.


Here's a preview of a completed zoids card as it stands now:

9BTiP6z.png
tumblr_n9gbgon7ll1qg304ho1_400.gif

Thoughts are still, very welcome.

Holy f*** man, Zoids? I haven't thought about Zoids in years. When I was a kid I always thought they were a franchise with a ton of potential. I thought they'd been swept into the dustbin of toy history. Had no idea there was a new series till this thread made me google it.

On 7/6/2018 at 1:04 PM, Megatronrex said:

Holy f*** man, Zoids? I haven't thought about Zoids in years. When I was a kid I always thought they were a franchise with a ton of potential. I thought they'd been swept into the dustbin of toy history. Had no idea there was a new series till this thread made me google it.

They had so much potential. It was squandered... I'm actually looking into resin casting or plastic injection molding several of the old motorized kits.

Whoa! My brother and I spent so many hours as kids (early 80’s) fighting battles between the Helios Republic and the Zenebas Empire. That’s all we had to go on as the packaging was in Chinese (we spent some of our summers in Taiwan) which we can’t read...so we made up our own backstories based on the pictures on the boxes.

Hours it battles, selecting weapon load outs, constructing bases, sooo good...

I think we still have the toys in our parents’ basement somewhere...