Tuesday, 19 January 2016

Alternate X-Wing

Now, knowing me, a hopeless hobby butterfly, and someone who generally makes it up as they go, concerning rule systems, it was not long before I indulged myself. I quite like the x-wing miniatures,
and, they fit perfectly in with the rule system I have been putting together for sci-fi space battles.


                            

So, the fleet grows! And shall continue to grow! mwahaha!


Sadly, school has begun for me, so that means less hobby time. Still, there are always weekends...

Anyway, I decided to publish a copy of the rules I've written right here, so that in the off chance that anyone reading this is interested, they can whip out their little pew-pew space ships and find nice big holes in my rules. Hell, that was a long sentence. Anyway I just want to put this out there so that people can see what I am currently playing. So here it is:

It includes stats for all the different ships in the pic above. I shall think up some more soonish!

* * *

Stats:

M: Stands for movement. The number of inches one can move. If seen as x/y, then x represents the minimum amount of inches the unit can move and the y represents the maximum.

A: Stands for attacks. The number of shots this unit can fire per turn.

HP: Stands for hit points. The number of hits the unit can take without being destroyed.

SP: Stands for shield points. The number of hits your shield can take per turn before collapsing.

SV: Save. The amount you need to roll when attempting to see whether your unit is actually damaged, or whether the attack just bounced off its armour.
* * *

Basic Rules:

Movement

To move, simply measure the distance from anywhere in the front arc of your unit and move it accordingly.

Attacks

All attacks need sixes to hit on the roll of a D6. Exceptions of this will be shown on the unit’s profile.

Shields

Shields vary greatly in strength. A shield is energy that blankets the unit, protecting it from harm. Shield Points represent the power of your units shield. The higher the better! For each point your shield has, it deflects 1 damage directed at your unit. However, if the amount of attacks hitting your unit exceeds your Shield Points then your shield buckles under the pressure of all that fire, overheats and crashes. All excess damage is directed to your unit itself.

 Once you have lost your shield it is gone for the rest of the turn. In each one of your subsequent turns you may attempt to repair your shields by rolling a D6. On the roll of a six, your shields are fully operational again.

 * * *

Special Rules:

Target lock

If your unit begins its turn at a range of 12” or less from an opponent, it may attempt to lock on the that opponent. To do this, roll and D6 and on a 5 or a 6, you have achieved target lock on your opponent. In your Attack phase, you now hit on threes instead of sixes. Note that you lose target lock at the end of your turn. Note that if you attempt to target lock you may only move you minimum speed.

Missile Fire

Missiles differ in their range and agility. To represent this, different missiles need different rolls to hit which are shown in the missile in questions special rules.

Sharp turn maneuver

This maneuver allows you to rapidly change direction. It is achieved by rolling a five or six on a D6. Move your unit straight forward at its minimum movement speed, then you may turn it to face any direction you wish. Note, you may not fire if you attempt this maneuver.

Fly by

If your unit moves past the unit it is firing at in its Move phase, then it may not target lock. However, add +1 to all attack rolls made on the unit that you pass.

Firing at big ships

When firing at big ships, you always hit on a 4+ if you are over 12" away. If you are within 12" then you hit on a 3+.

 * * *

Stats

Sect Bi-Blade Advanced

M
A
HP
SP
SV
Pts
6”/12”
8
6
2
6+
30



Sect Bi-Blade

M
A
HP
SP
SV
Pts
6”/12”
8
6
0
6+
25



Sect Freighter-Cruiser

M
A
HP
SP
SV
Pts
3”/6”
16
18
10
*
100



Special: Because the Freighter-Cruiser has two separate Laser Cannons, it may split its shots equally between two targets. Remember to measure the distance from each cannon separately.
*The Freighter-Cruiser is more armoured on its front than on its rear. To represent this, the Freighter-Cruiser has a save of 4+ if fired upon on its frontal arc, 5+ for sides and 6+ for rear.


Merchant Guild Bi-Fighter

M
A
HP
SP
SV
Pts
4”/8”
8
4
4
5+
25



Upgrades: May take up to four Pulse Missiles for 5 pts each.

Merchant Guild Twin-Engined Balurian Gunboat

M
A
HP
SP
SV
Pts
2”/4”
8
10
6
5+
30



Upgrades: May equip with a Pulse Cannon for 20 pts.

 * * *

Upgrades

Pulse Missiles:

A Pulse Missile has a range of 12” and it hits on a 5+. It deals 2 damage and slows movement on small ships by D4. On large ships it slows movement by 1. Note that the movement penalty does not apply if the targets shields are up. In this case, the missile counts as dealing four damage to the shield.

Pulse Cannon:

If your ship has a Pulse Cannon equipped then instead of shooting with your primary weapons, you may fire the it. A Pulse Cannon has 4 shots, each shot doing one damage. If you damage your opponent with at least one shot, minus 1 from their movement for the rest of the game. A Pulse Cannon needs a 6 to hit normally and a 3+ if target locked.

Laser Cannons

Small ships do not get saves when being hit by a Laser Cannon.

* * *



On another note, I managed to get some more painting done in the form of three Empire swordsmen.

They were simply painted but ok for nowish. Especially seeing that oldhammer isn't my main focus right now.



Well, that's all for now, I have to go and read read read!

If anyone has any questions about the rules, please just ask in the comments.

*Edit: Thought I should just mention that I am also working on some background fluff and rules for infantry battles.

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