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Darth Sanguis

House rule idea: Adding the Z-axis.

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The idea is to keep the addition of the Z-axis simple. 

Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

Rules additions:

Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

While a ship has a plane token with the A/green side face up, that ship is on the top plane.

While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

While a ship has no plane token, that ship is in the center plane.

A ship cannot Ascend or Dive more than one plane at a time. 


While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 




Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

If you have thoughts on the idea, I'd be glad to hear 'em. 

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Edited by Darth Sanguis

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I like this idea. Have you thought of possibly using clear plexie glass sheets or something like that to show the different planes like 3d chess in Star Trek? Honestly I thought you were thinking this till the token was mentioned. Might look cool though measurements might be thrown from picking up ships. Something to think about.😊

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One thing to add to the basic rules:

During setup, when placing obstacles decide which plane(s) they are deployed on.  Stations are ALWAYS deployed on the Centre Plane.

However I think that obstacles within close range to the firer that are on the same plane should still obscure the attack irrespective of what plane the target is on.

 

edit - add a yellow plane marker for centre purely for obstacles so that they can be deployed on 1 or 2 planes.... ie this asteroid belt is on top and centre... this one is just bottom 

Edited by slasher956

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4 hours ago, slasher956 said:

One thing to add to the basic rules:

During setup, when placing obstacles decide which plane(s) they are deployed on.  Stations are ALWAYS deployed on the Centre Plane.

Agreed, good idea!

 

5 hours ago, slasher956 said:

However I think that obstacles within close range to the firer that are on the same plane should still obscure the attack irrespective of what plane the target is on.

The way the current rules work if the obstacle is on the same plan, it obstructs. In this situation, even without a rule change, it would obstruct. 

 

5 hours ago, slasher956 said:

edit - add a yellow plane marker for centre purely for obstacles so that they can be deployed on 1 or 2 planes.... ie this asteroid belt is on top and centre... this one is just bottom 

In trying to keep the rules simple I'd say it could only be on one plane at a time, as it'd required additional rules for things in multiple planes, but if you wanna write it up definitely try it!

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21 hours ago, EagleScoutof007 said:

I like this idea. Have you thought of possibly using clear plexie glass sheets or something like that to show the different planes like 3d chess in Star Trek? Honestly I thought you were thinking this till the token was mentioned. Might look cool though measurements might be thrown from picking up ships. Something to think about.😊

But wouldn't the moving around of the entire model and base be troublesome? Don't need tho. The keyhole stands are a present alternative. There are sizes from tall to short that come with large to small ship exps, respectively. Can use those to simulate the different planes if you have a bunch of ships, swap out the stand as the ship changes plane. Only the small peg stands like Cr90/Neb are one size, so those need depth/plane tokens. 

Edited by Muelmuel

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Just now, Muelmuel said:

But wouldn't the moving around of the entire mode and bae be troublesome? Don't need tho. The keyhole stands are a present alternative. There are sizes from tall to short that come with large to small ship exps, respectively. Can use those to simulate the different planes if you have a bunch of ships, swap out the stand as the ship changes plane. Only the small peg stands like Cr90/Neb are one size, so those need depth/plane tokens. 

I would be cautious of anything that involves extensive touching of the base. The simple fact is, in many cases the game state is already difficult to maintain. 

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