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.