Oh wow I didn't even see the Starcraft post before mine. Great minds thing alike.
What IP would you like adapted to an Armada style game?
1 hour ago, RG1701 said:Starcraft.
Correct!
MarioKart.
It would honestly work much better on a 6x3 using the Armada yaw-movement and speed dial mechanics than it would with the X-Wing mechanics, and yet the "MarioKart X-Wing" format is surprisingly popular.
On 12/9/2018 at 9:46 PM, AllWingsStandyingBy said:MarioKart.
It would honestly work much better on a 6x3 using the Armada yaw-movement and speed dial mechanics than it would with the X-Wing mechanics, and yet the "MarioKart X-Wing" format is surprisingly popular.
Mariokart Armada games? Somebody with more time than me should do that
I'd like to see Babylon 5. Lots of factions but not quite so many ships for each one.
12 hours ago, Npmartian said:Mariokart Armada games? Somebody with more time than me should do that
Wouldn't be too hard, just use the basic infrastructure laid out by MarioKart X-Wing formats.
Here's a simple start: take painters tape and use it to lay out a track around a 6x3 mat. Add some walls. Cut out some square "item boxes" using posterboard. These should be placed at points around the track. Create a crude deck of item cards, from which a player draws the top card each time their kart overlaps an item box (maximum one item at a time). These should be offensive weapons (like Red Shell or Green Shell or Bananna Peel) or Speed items (eg Mushroom). A mushroom could let the ship execute a speed 1 maneuver (e.g. engine techs), while a green shell could give an attack of 3 Red dice in the front arc, while a Red shell might give an attack of 3 Red Dice out of the front or side arc). Banana peels could either grant an attack of 3 Black dice out of the rear arc. A Hammer could grant an attack out of any of your four arcs with a X Black Dice, where X = your kart's size (Small = 1, Medium = 2, Large = 3).
The "command dial" will need to be repurposed:
Acceleration (Nav): You may alter your speed by 1 (2 if Small kart)
Slide (Squad): You may add 1 Additional Yaw this round
Item (Offense): You may use your item card this round before or after you activate
Repair (Enginering): You may recover 1 shield (2 if Large kart)
Small Karts (Toad, Baby Mario, Koopa Troopa, etc.) use small bases and start with 1 shield in each hull zone
Medium Karts (Mario, Yoshio, Peach, etc.) use small bases and start with 2 shields in each hull zone
Large Karts (Bowser, Donkey Kong, Petey Piranha, etc.) use medium bases and start with 3 shields in each hull zone
(large bases would just be too big)
Small carts should use a maneuver chart like a CR90
Medium carts should use a maneuver chart like a something
Large carts should use a maneuver chart like an Arquitens
When karts overlap a wall of the track (the tape line), their owner places them so they are touching the tape at the furthest back point of initial overlap and resets their speed dial to 0
When karts take a damage card, all their shield points in one hull zone (due to items or collisions), their owner places them back at the closest 'check point' line (there should be three of these on the track, and the 'starting/finish line also counts as a checkpoint line) and resets their speed dial to 0
During collisions (when two ships would overlap), the ships may suffer damage on the hull zone that is closest to the other kart that is rammed (if it is too close to call, the kart that is moving chooses the hull zone). The smaller ships than rolls and suffers damage equal to the size difference of the ships involved, minimum 1). If the ships are the same size, they each roll one die. (e.g. a medium ship (size 2) is hit by a small ship (size 1), so the small ship rolls 2-1=1 black die and suffers any damage rolled).
For miniatures, there are a lot of little Mario Kart toys on the market at the moment. Pick your favorite line and just stick them onto the bases instead of the Armada ships.