Jump to content
heychadwick

Mario Kart X-wing

Recommended Posts

On ‎23‎/‎02‎/‎2017 at 1:36 PM, heychadwick said:

Pictures or it didn't happen!

so do we get a shout-out on the pod-cast :)

 

15 minutes ago, any2cards said:

This picture will be perfect once I edit out those incredibly ugly non-Star Wars ships !

Thanks for sharing !  Absolutely wish I was there.

yeh, apologies for any eye injury sustain by looking at the models used (I enjoy the game but am the first to admit x wing has to beat hands down on looks) :)

the next one we run should be an x-wing one so I'll make sure to keep you all in the loop

 

Share this post


Link to post
Share on other sites
13 hours ago, Surak said:

so do we get a shout-out on the pod-cast :)

Yes!  I record in 25 min.  I'll certainly give you and Rochester Games and Models a shout out.  Of course, with our latest schedule, it won't be this next episode to be released.  Look to the 2nd Tuesday from now. That's March 7th.

Share this post


Link to post
Share on other sites
26 minutes ago, heychadwick said:

Yes!  I record in 25 min.  I'll certainly give you and Rochester Games and Models a shout out.  Of course, with our latest schedule, it won't be this next episode to be released.  Look to the 2nd Tuesday from now. That's March 7th.

awesome!

back on topic,

I'm starting to prep for the next Mario kart event at the store, and as we use these events as pick-up-and-play demo days I basically end up building a ton of ships and then the players picking what they use through random draw.

so, what points limit do people build to?

can anyone suggest some builds?

oh, and at the same time show off as much of the games' variety as possible

regards

Share this post


Link to post
Share on other sites

Hey guys, I was playing in Surak's Attack Wing event.  It was brilliant fun!

Chrisrivers - For the power up cubes, we used the objective tokens from the Attack Wing starter box (circles about an inch and a half across) and our tracks ranged from two to four base widths across (surak made templates to ensure all parts of the course were doable).

Share this post


Link to post
Share on other sites

If you are having difficulty with the drive location I posted, it has been removed.  I'll go back and remove the link to avoid the frustration/confusion.

I'll make an inquiry and see if a new link can be posted here.

Sorry

Edited by Biff

Share this post


Link to post
Share on other sites
On 2/19/2017 at 10:36 PM, DagobahDave said:

That's more like what an X-Wing racing track should like, based on my experiences running these sorts of things. Wide lines, simple turns. I'm thinking about running another race soon, and I think I'll use a similar layout to what you're using there, but starting in one corner and having the ships follow a Z-shaped course, no loop.

Instead of package tokens, I'll probably designate special zones on the track. In the red "stress zone" any ship that ends its maneuver overlapping the zone receives 1 stress. In the green "boost zone", you get a free boost if you land there. In the yellow "charge zone" you get a token that you can spend to make a full-power attack (because you can't attack without one).

For the ships' Pilot Skill, I want to try letting the players choose their PS each round. As you've probably noticed, there are sometimes racing advantages to be gained by having a low Pilot Skill, so I think I might give each player a D6 (maybe D8 or D10) and let them secretly choose their Pilot Skill while setting their maneuver by indicating it with the faceup side of the die. At the end of the Planning phase, all players reveal their Pilot Skill settings. Initiative order would be used as a tiebreaker. This would prevent the weird situation in which players who choose a high PS think they deserve to win the race if they cross the finish line later in the same round as a pilot with lower Pilot Skill.

To give the players something to shoot at other than each other, I might distribute some satellite tokens around the track.  The racers' weapons are set to low power, making them useless against enemy ships (unless charged up). The satellites will self-destruct when a harmless targeting beam strikes them in just the right place, if you need a plausible explanation for how this works. The satellites would have stats like maybe agility 1 and hull 1, and when they pop they splash some damage or stress tokens or something like that to everything in Range 1.

We reversed PS to allow High PS ships to move first and low PS ships to shoot first and found that to work pretty well.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...