A full fan-made conversion mod for X-wing: The Miniatures Game:

I’ve been tinkering with a few ideas the last few days, after watching too many old war films, strongly inspired from the feeling of playing the classic game XvT, and wondering how a custom built dogfight scenario focused on interceptors and x-wings might look that makes interceptors really really fast, and x-wings behave like they do in the films and game.

I built a conversion mod for x-wing, along with a vassal continuation file for those who might like to try it. It doesn’t require any special downloads other than the manual for a read through. It should be straightforward to pick up, as most of the core mechanics from X-wing are intact, but some key points are very different: there are no k-turns, you have double dials for each ship for complex maneuvers in the activation phase, stress is a key mechanic linked with last minute changes to maneuvers or close fly-bys of opponents. Distances for firing are much longer, and the map is bigger, and the ships are faster, but don’t expect to hit much from long range, unless you line up great flanking shots right in front of your ship, where the bonuses for accurate fire are very high. Generics only, but they move very fast compared to XWTMG.

It’s a pretty wild game, mostly due to the massive importance of flanking your opponent, amongst the other major differences between it and X-wing. It’s really not intended as any kind of ‘fix, but just a fun game style to try out.

Give it a go if you think it sounds cool, and please let me know what you think!

CURRENT VERSION:

v2.1

Date: Aug. 29 2017

Last changelog:

pg. 8 – Ion effects have been developed further, and split from other effects in combat for clarity. Like as in the X-wing video game, ion effects do not deal tokens if the opposing ship has shields. correspondingly, the cost of each ion weapon for each ship has been dropped.

pg.9 – Added a whole new starfighters section, expanding from two ships to eight ships, filling (most) of the slots from the X-wing and TIE fighter games.

Notably, I’ve inserted two opposing mechanics, vectored thrusters (for even more agile interceptors and TIE advanced) and the very well-known power distribution system from the game.

Although there isn’t a hard drain on the speed of the pilot to use these abilities, the stress forces greens, and currently seems like a suitable way to force the ship to slow down without having some kind of retroactive condition. This one may need work, but the idea is to give flavour cards that differentiate these ships from each other in play style a bit, in a way that title cards do in X-wing, or EPTs.

Notably, I’ve inserted two opposing mechanics, vectored thrusters (for even more agile interceptors and TIE advanced) and the very well-known power distribution system from the game. Although there isn’t a hard drain on the speed of the pilot to use these abilities, the stress forces greens, and currently seems like a suitable way to force the ship to slow down without having some kind of retroactive condition. This one may need work, but the idea is to give flavour cards that differentiate these ships from each other in play style a bit, in a way that title cards do in X-wing, or EPTs. pg10-11- Ships! I’ve added flavour text, special abilities, and cost bonuses for added ships from either side. right now, as put I think they are semi-balanced, but obviously points costs adjustments is the main goal of version 2

Latest Manual:

https://drive.google.com/open?id=0B36yywxfFYGWZjYxU2NNQ2hmLUk

Forum thread:

https://community.fantasyflightgames.com/topic/257124-xvt-mod-a-full-conversion-mod-for-casual-games/

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