Asteroids that move

By ScaperCrawford, in X-Wing Rules Questions

So I was on BBG forums and saw that somebody had a neat idea for moving asteroids. So I decided to make some 3D ones using Lava Rocks and Litko Flight Base stands with the numbers 1-6 going clockwise on the base. (I'll post pictures when I finish them). The idea is kind of cool and I think it adds some dynamics to the game.

Asteroids Rules:

At the start of the round before any ship has moved. For each asteroid roll 2 D6's. The first roll will be the amount of distance in cm. So for example a 4 on the D6 would be 4cm. The second roll would be for direction. Use the 1-6 along the base to move the asteroid in that direction, according to the distance you just rolled.

If an asteroid collides with a ship that ship rolls a damage dice and takes any damage or critical rolled.

(Not sure if I am going to implement this rule)

Additionally that ship can not move nor attack or use actions this round.

If an asteroid hits another asteroid re-roll for both asteroids for both direction and distance.

Keep moving asteroids until all asteroids have been moved.

I think this is going to make things harder but for some games its going to add more dynamic to it. My friend suggested a mission where the falcon would have to escape the asteroid field while being chased by TIEs.

Edited by ScaperCrawford

Rolling for each Asteroid to see if it moves every turn is painful. I would advise that you roll a D6 for all asteroids. On a 6 they move. Roll a D8 and then a D3 to determine the range the first one moves, moving onto the rest. If they move into another Asteroid, they are both destroyed.

I would stick with using the range ruler isntead of introducing a measuring tape.

Point the scatter template with the 1,2,3 pointing towards the Imperial Players table edge.

Asteroids hitting the table edge are obviously removed.

1 2 3

8 A 4

7 6 5

A D3=1D6. 1-2=1. 3-4=2. 5-6=3 (For those who don't know that from other games.)

I mean if someone wanted to get fun with 'roids and make smaller 'roid tokens so when the larger ones collide, they break up into smaller obstacles.

You can make pretty light weight Asteroids out of sponges ripped into small shapes. You could even burn them a bit to give them a more smooth, worn look. Spray paint liberally black. Dry brush brown. Attach to flight stand.

As was pointed out, you could also use real rocks and drop a dark wash on them.



I like the idea of using the range ruler. I think to make it easier I can roll a D6 and half the value to match the range ruler. But no lower then 1. So 1 can't be half so it would be a 1. A roll of a 6 would be a 3, A Roll of a 5 would be a 2 a four would be a 2 and a 3 or 1 would be a 1 on the range ruler.

I also like the idea of them destroying one another or splitting up. I think for some games depending on who is playing we could vote on if they get destroyed or just ricochet off each other.

Thanks for the feedback!

why would a asteroid be changing direction all the time? would not all the asteroids be moving in the same direction? when it leaves the board just put it back on the other end?

why would a asteroid be changing direction all the time? would not all the asteroids be moving in the same direction?

Because if you're trying to recreate the feel of the movies, it adds more drama that way. The astroid scene in ESB would of been rather borning if all of them were moving accross the screen like that.

The rocks should only change direction upon collisions or shooting. We've played with moving asteroids in other space based games, too much PITA honestly and just adds game time.

I did do a couple of games where we used moving asteroids. It was fun and made for some really interesting games. What we did was:

1) Asteroids only move when a ship or other asteroid would hit them. Basically they move half the distance the ship was that hit them (minimum 1). AKA ship has to actually take a damage or crit to move it. A ship can forgo the roll and take an automatic one damage if they want. (This is the only the first ship to impact it on that turn.)

2) Asteroids move in the direction they were hit.

3) Asteroids can move another asteroid.

4) Asteroids bounce off other asteroids and ships (unless that ship makes an successful agility test. Yes this can place a ship overlapping an asteroid causing them to lose both the attack and action.)

These were the simplest rules we came up with, without slowing down gameplay. It offered a nice little boost to the meta in rolling the dice on taking the chance at hurling an asteroid at an opposing ship. Getting an asteroid under a ship can really change the flow on something like a YT or Firespray.