Originally posted in the BoardGameGeek X-Wing Forums
Hello folks,
I'm taking a quick break from working on the Tactical Droid quick-build cards to polish-up something else that has been in my mind.
I'm sure many of you have played LucasARTS excellent X-Wing combat simulators for PC. One of the best mechanics of the game was the management of the ships power systems, creating a lot of strategy and flexibility.
I think this can be implemented into X-Wing miniatures both 1.0 and 2.0 editions.
I need the help of the community to try it out and provide feedback and ideas.
Power Management System
Here is how the system works. Each player ship gets one power card:
If you have a ship with shields, then you can use all 3 systems. If your ship lacks shields, then you only use Lasers and Engines.
The default setup is with all 3 (or 2) systems at normal powers (zero). You can use any token to mark your selections.
You can then shift power between systems to gain bonuses or penalties depending on the situation. Move your token to mark the new position. The rules for moving power is that your setting has to always sum zero net power. For example:
or
Timing
I've been thinking about two possibilities:
1) Each ship sets their power once per round immediately at the beginning of its activation. The energy levels are then applied until the next activation. This gives high-PS (initiative) pilots more advantage.
2) Each ship sets their power during the end phase, in order of PS (initiative). This leaves players more guessing at what each ship is going to do on the next round.
Both possibilities are interesting. More play-testing will give more insights.
Game Integration
Here are some ideas to further embed the power system into the game:
1) There can be damage cards that impact your power system. For example, "Damaged Power Converters" that reduce your total power by 1 (your power sum must now be -1 instead of 0). Specific damage cards that target individual systems also come to mind.
2) The power system could be added to a ship not by default, but as a modification with point cost. You can have a "basic" unit with power levels of +1, 0 and -1, and an "advanced" unit with power levels of +2, +1, 0, -1 and -2 for a higher point cost.
3) For campaign play (HOTAC) this can a be a fun way to boost player "hero" ships against the A.I.
That's all in a nutshell. Give it some play-testing and post your feedback. I would like to release the system as a download with printable rules, cards, etc.