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Corillian Gunship project (not Corvette blockade runner)


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#41 Norsehound

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Posted 25 March 2013 - 11:57 AM

Might as well jump in here to suggest my rules on Capital ships, which I intended to work for space stations as well.

Major points:

  • The starship has a communal Shield pool for all systems. Starfighters attack a ship by targeting subsystems, but all hits are taken off of the ship's total shield count first before applied against the individual system.
  • A seperate systems track soaks up "overkill" damage points. If this track fills up, the ship cannot move or shoot and sits there in space until it is destroyed. I might have Ion cannons add to this total, since I wish Ions behaved like their sim counterparts…
  • Ship and turrets move and revovle first, but shoot last. Ships are essentially Initiative 0.
  • Capital ships roll no defense dice for any reason except if the subsystem is small (like a laser turret). This allows Torpedoes, and perhaps heavy rockets in the future, to apply their full damage and become more effective against capital ships. Capital ship subsystems have generally heavier armor than starfighters and do not suffer critical hit results.
  • Starships have two speeds: one template forward, or one range forward. They can either move forward or pivot that distance from any point on the ship template. They move from point-to-point, rather than base front to base back.b
  • Major turrets have firing arcs and can spin on their bases, minor turrets are 360. Minor turrets, like the mines I designed, can contribute one attack dice to a target when resolving an attack. So if there are six small turrets within range of one target, six attack dice are rolled against that fighter. This made minefields dangerous and I think it's an agreeable rule to discourage fighters from getting too close to capital ships.

The rules are intended to simulate capital ships as they behaved in TIE Fighter and serve as complex mobile targets for scenario purposes, operated by the Game Master of the scenario. They shouldn't be a substitute for fighters and are provided as a need, rather than an option. I still need to tweak individual subsystem's rules, but the principle seems to be agreeable so far.


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#42 Boomer_J

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Posted 25 March 2013 - 12:50 PM

Looking good. Like the base. Some guy on the internet had all the subsystems mapped out on the base of his CR-90 so it would be easy to target with the range rule. That’s what I plan to do with my CR-90.


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#43 Viceroy Bolda

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Posted 29 March 2013 - 11:31 AM

A view from the front.  The gun turrets are mounted.

Please don't mind the variety of books.  I study history and anthropology on the side.  

 

A few guns mounted and painted.  This thing is going to look like a porcupine!  

I appreciate everything that people have posted regarding rules and whatnot.  Once the model is finished I will collect all of these thoughts and put them together.  


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#44 DB Draft

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Posted 29 March 2013 - 01:55 PM

Yes the "Fliegendes Stachelschwein"  (Flying porcupine) nickname does seem appropriate.  Looking really good, I like your taste in books too!


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#45 Viceroy Bolda

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Posted 06 April 2013 - 10:38 AM

Experimenting with different guns…

 

 

 


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#46 DB Draft

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Posted 15 May 2013 - 02:27 PM

Great job there, thanks for the updated pics.  I have recently picked up my own Gunship model as I was so inspired by yours.  So it would be cool to start thinking more about how it will play.  I have tried to find out more details of the internal structure as well as the location of the concussion missile launchers.  Do you have more detailed sources for this info?


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#47 Viceroy Bolda

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Posted 16 May 2013 - 01:48 PM

DB - You're making a gunship too!?  That's great!  PM me some pics, man!

I found deck plans, I think they were on Wookiepedia.com

and here.

Here

Aaaand

Here

DP20 Gunship…  40 barrels of fun, with a side of missiles.  

 

Thanks for the compliments.  I have been making gun barrels, which is VERY time consuming.  I'm about halfway done, then I need to install and paint them.  


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#48 DB Draft

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Posted 16 May 2013 - 02:43 PM

Unfortunately I do not have the skills or tools to make one but I did have the bank account to buy one!complice

It is smaller than yours at 12", made of wood and painted.  If I can figure out how to post pics I will.  It is not as detailed as yours with regards number of gun barrels but it is an OK representation.  I have ordered a plastic "Venator" class cruiser which hopefully can be painted in "Imperial Grey" and stand in for an Imperial Corvette.  I have a Correlian Corvette (Blockade Runner) about 15" long.  So for these larger models a scale of 1" to 10m seems about right for the Corvette and Gunship.


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#49 Viceroy Bolda

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Posted 24 May 2013 - 05:30 PM

I recently printer off a birds-eye-view of a 1:270 corvette.  Since the playing field is 2D, I guess it doesn't matter.  I also printed off a few 1:270 GR45s.  I plan to use them during a custom mission.  

 In one mission I plan to have a corvette, a gunship, at least one GR45 transport, a YT (or two), and the senator's shuttle from Shapeways.  The imps will have a small rebel fleet to handle.  

DB - Thanks for the pics.  It looks great.  We should share stats.  You've motivated me to work on barrels tomorrow, thanks!


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#50 DB Draft

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Posted 24 May 2013 - 11:01 PM

Yes there are a lot of guns on that ship. I don't envy your job doing these!  I have not formulated any stats for the gunship as yet as I want to first have a generic system for capital ships so I can include the corvette and an Imperial version later on.  For guns there are two basic types: turbolasers and laser cannons so there will need to be different rules for these.  Basically laser cannons are like fighter weapons and I was thinking that the quad laser batteries could be treated like Slave 1's Heavy Laser Cannon (like a quad 40mm in WW2).  Turbolasers are longer ranged (possibly unlimited for a tabletop or at least 2 to 3 range rulers) and should not be that effective vs small fighters, but if they hit they will do massive damage.  An idea for the Turbolasers would be they roll one Attack die and need a crit result to hit a small sized ship and then roll 5 red die for damage, counting any crit result as 2 damage.  Enemy Turbolasers would hit capital ships on a focus, hit or crit result due to their size and deplete shields as normal.

The capital ships could have 4 shield quadrants (front,rear and sides) with around 5 shields per quadrant.  These shields could be more powerful than regular ships and also rechargable.  These might ignore the first hit from a Fighter's attacks with laser cannons to represent this.  The capital ship can perhaps reallocate shield strength from one quadrant to another (ie: giving an order to "reinforce the front deflector screen") by transferring a shield token from one sector to another.  If a fighter overlaps a capital ship's base then they can still shoot at the ship and are considered to be "inside their shields" so can target components on the ship.  This could make capital ships vulnerable to fighters who can get close so this would provide a role for their own fighter escorts to fend them off.  This idea feels close to what is seen in the movies, with A wings targeting shield generators as they conduct strafing runs up close.

That's just some ideas I am thinking about at the moment.


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#51 Viceroy Bolda

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Posted 25 May 2013 - 07:48 AM

I thought about dividing the ship up into sections.  I only differ in that I divided the ship into 1/3s instead of 1/4s.  

I like your thoughts about the different kinds of guns, as I've never considered those possabilities.  

 

 

This is just a draft….

 

Corellian Gunship

Pilot skill 0

Missile launcher skill 2

Double barrel turret skill 3

Quad barrel turret skill 4

Agility 1

Hull 30 (11 bridge / 9 midsection / 10 aft)

Shields 20 ( 7 bridge /  6 midsection /  7 aft)

 

Intelligence: Players elect a flight commander who rolls  two attack dice to determine the intelligence known about the gunship.  The dice are paired below.  The commander is told all information matching and below their dice results.  

 

GM: “Commander, our intelligence has discovered a small rebel research facility on a moon with no atmosphere.  We are not completely sure what they are developing, but word from above says that it is important enough to commit to.  Some of their top scientists are there now.  We don’t want any personnel or information escaping.  We want total annihilation, that is why we selected you to lead this strike operation.  Are your men up to the challenge?”

 

“Good.  Who are your wing leaders (named pilots)?”

“Alright.  Very well.  In that case you should all know that the enemy laboratory will be heavily guarded.  My Strike Cruisers will set up a perimeter as best they can, but without an interdictor or gravity well some enemy ships might slip past our line.  Success depends on you, the asteroids surrounding the moon make it impossible for the larger ships to assault the base directly.  We have enough academy pilots to reinforce each one of your men, twice.”

“Again, we do not know exactly what the rebels are researching here, suspect that everything is a part of their program.  We know that three of their top scientists and two famous fighter pilots have been working together on this mission.  Your attack will be a surprise, so try to destroy the main objective before they can mobilize all of their defenses. ”

“Do you have any questions?”

 

 

Crit- 

Crit-The Bridge is the most vulnerable part of the Corellian gunship

Focus- Sensory Suite B is located under the engines

Blank- Sensory Suite A is located on the forward gun platform

Hit- Aft Gunner control is located above the engines

Hit- 

Focus- Heavy weapons might aid you in destroying the base, 

Blank- There might be experimental weapons on the base.  

Hit- There will most likely be a small group of fighter escorts

Anything else- try to damage the orbital protection forces but be careful not to take heavy losses there.  Wounding these defenders will help you later, after the rebels have counterattacked.  

 

Reinforcements

Each starfighter gets two academy pilot reinforcements.

Reinforcements may be called immediately.  At the beginning of the following round, player rolls 3 attack dice and must get 3 hits to have reinforcements that round.  Failing that, the number of attack dice is decreased each round of consecutively failed attempts until the fourth round when the reinforcement automatically spawns from that player’s board edge.   

 

 

 

Hits

If player scores a Critical Hit, he/she rolls two attack dice to determine damage.

10 target locks

 

 

Bridge 

 

Crit- Bridge

Crit- Stunned Captain: ship cannot target lock next round

Hit- Blinded helmsman: ship cannot turn next two rounds

Focus- Shaken Leadership: no two gun turrets may target the same fighter

Blank- Internal explosion two damage

Hit- Computer Control Deck damage

Hit- Cannot target lock next round.

Focus- Weapon malfunction:  to determine which turrets malfunction

Blank- Internal fire no missiles may be fired next round

Foc/Foc- Direct hit: two damage

Foc/Blank- Minor explosion: roll an attack die, if a * is rolled take suffer 1 damage

Blank/Blank- Consol fire zero agility next round

 

 

Midsection / Turbolasers 1-4 / Sensor Suite A / Forward Landing Gear Well

 

Crit- Forward Gun Platform

Crit- Turret explodes 

Hit- Blinded gunner one turret may not shoot next round

Focus- Sensor Suite damaged.  Lose two target locks permanently.

Blank- Two damage

Hit- Forward Gun Platform

Hit- Lose one target lock this round

Focus- Lose two target locks next round.  

Blank- Reduce 1 turret’s weapons value by 1

Focus/Focus- Escape pods damaged

Focus/Blank- Landing gear damaged

Blank/Blank- Internal fire - forward turrets may not fire next round

 

Aft / Missile lanchers / Batteries 5-14 / Propulsion

 

Crit- Rear drive

Crit- engine destroyed: ship lists left or right every 1/3 turns.  

Hit- Missile port explodes

Focus- Sensor Suite B destroyed lose 8 target locks 

Blank-Turret explodes

Hit- Rear gun platform

Hit- Two damage

Focus- Aft Gunnery Control damaged: rear guns may not fire next round

Blank- Sensor Suite B damaged: lose 4 target locks next round

Focus/Focus- Engine surge: ship turns 1 Left or Right, take 2 damage

Focus/Blank- Minor explosion: roll an attack die, if a * is rolled take suffer 1 damage

Blank/Blank- One turret or missile launcher may not fire next round


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#52 Rogue_Four

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Posted 25 May 2013 - 12:12 PM

You guys are awesome. Keep up the work and posts!


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#53 DB Draft

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Posted 25 May 2013 - 10:17 PM

I really like the narrative approach, it is always cool to see new mission ideas.  Those stats certainly make it a beast, as it should be.  I didn't notice any shield generator criticals even though they are likely internal features.  I guess you need to make up a stat card to show exactly what weapom can fire in what arcs.  How many actions can it do in one round?  There should be some limit to these but I guess it must be able to do multiples of the same one (ie: target locks). 

Keep up the great work.


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#54 Viceroy Bolda

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Posted 26 May 2013 - 06:55 AM

My base has lines painted on it to denote sections for damage delivery and interception.  A frontal view of the ship shows that almost every gun can be brought to bare forward, but the range from the rearmost guns barely reach beyond the bridge.  Should a capital ship have greater range, which would make sense because they have the potential to harness more power?  If so, would that have an impact on attack or defense dice?  

I've given actions a lot of thought.  Generally, fighter pilots can perform actions in addition to flying.  If a capital ship turret gunner needs not worry about flying, he/she's sole purpose is to operate one weapons system. Turrets cannot evade or barrel roll, boost, etc.  but they could target lock and focus.  Part of me thinks that every gunner should get an action and part of me says that the ship itself should only get 10 target locks and no other actions.  I'm planning this mission for people to have fun.  Although this is an anti-starfighter ship, I would like it to be defeatable and difficult.  

To be fair, I will have each gunner target the closest enemy fighter.  Lets be honest, you and I usually try to kill named pilots first.  The players can keep their named pilots safe by flying wisely.  

Missiles.  There are four missile launchers with 30 concussion missiles for each unit.  These launchers would require target locks.  Here is the dillemma.  I highly doubt that the game would exceede 30 rounds so lets also assume that the launch systems would continually operate thoughout the game.  Should I let this monster spew out 4 concussion missiles each round?  That seems excessive.  I've thought about allowing two missiles each round.  I would explain that they take one round to reload, so each pair of launchers takes turns shooting.  

I also thought that the shield generators would be internal for an antistarfighter ship.  

For movement, I gave the ship a straight 1 or 2 template in any direction from the front of the base.  It can use thrusters to swing like a door.  I think that damage should be incurred by both parties if a collision occurs.  How would this work out?  Have both parties roll 3-D-attack and suffer their own rolls?

 


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#55 DB Draft

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Posted 26 May 2013 - 02:27 PM

To keep things a bit simpler maybe the gunners are automatically assumed to be "focussed" so really the only action is target lock.  Another way to go is allow guns to make co-ordinated defensive fire.  This would allow several gun batteries to target lock a specific ship and fire together, in effect rolling all dice as a single attack.  This may seem too powerful but it can be toned down.  Maybe only have a max of 4 target locks available. 

There could also be room for other specific "capital ship" actions.  These could be reloading missiles or recharging shields or using retro rockets or maneuvering thrusters.  If the ship had say 4 actions in total as an example then the commander has to focus on what they need to do: maneuver or fire.

Regarding the "missile silos" you could just say they can fire then next round must reload (no firing) or just say they can fire 4 times each in a game and have missile tokens to keep track.  Maybe a special ordnance of "cluster concussion missiles" (damage as concussion and fire like clusters) could be used to represent there larger damage capacity.

I still think you can include the shield generators as crit results as a hull breach is possible in their location.

I like the "swinging door" idea for pivoting the ship, sounds like that will work nicely. 


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#56 Viceroy Bolda

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Posted 27 May 2013 - 05:01 PM

DB Draft said:

To keep things a bit simpler maybe the gunners are automatically assumed to be "focussed" so really the only action is target lock.  Another way to go is allow guns to make co-ordinated defensive fire.  This would allow several gun batteries to target lock a specific ship and fire together, in effect rolling all dice as a single attack.  This may seem too powerful but it can be toned down.  Maybe only have a max of 4 target locks available. 

There could also be room for other specific "capital ship" actions.  These could be reloading missiles or recharging shields or using retro rockets or maneuvering thrusters.  If the ship had say 4 actions in total as an example then the commander has to focus on what they need to do: maneuver or fire.

Regarding the "missile silos" you could just say they can fire then next round must reload (no firing) or just say they can fire 4 times each in a game and have missile tokens to keep track.  Maybe a special ordnance of "cluster concussion missiles" (damage as concussion and fire like clusters) could be used to represent there larger damage capacity.

I still think you can include the shield generators as crit results as a hull breach is possible in their location.

I like the "swinging door" idea for pivoting the ship, sounds like that will work nicely. 

I like the idea of auto-focus.  

I like the idea of rolling all dice in concentrated attacks.

I like using an actions to either target lock for missiles OR regenerate a shield.  I think that actions and movement should be similar to the fighters, seperate.  The helmsman can do his thing while gunners do theirs.  Using actions to restore shields would have a penalty of not firing missiles.  

Shield generators could be included in the crit results.  It would have to be difficult to hit because of the effect it would have in the game.  


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#57 DB Draft

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Posted 27 May 2013 - 05:22 PM

I like the fact you like the ideas!

Capital ships use of maneuvering thrusters or retro rockets could be like fighter actions of barrel roll and boost, they are actions that influence movement.  If we say that the ship must normally just move 1 or 2 forward then an action is required to change heading (maneuvering thrusters to swing around) or retro rockets (stay stationary).  We are not expecting these big ships to zip around the battlefield but on occassion it would be good to see them maneuver.

The concentrated fire action basically represents the fire control of the gunship and may act like a special target lock (no rerolls of misses but combined dice) to represent barrage fire like flak.  It should speed up the shooting step too.  If the fire control is damaged by a critical then maybe the gunners could lose their "focus" ability so only hit on "hits" and "crits".

The shield regeneration or reallocation idea is something I really like the sound of as well and if it is at the expense of other actions this will create a balance of offensive and defensive actions.  The effect of shield generator damage can be varied, worse case losing the shields to a particular section of the ship, or temporarily reducing all shields to 0.  This would then require actions to try and regenerate.  Shield regeneration could be an action that is rolled for so it is not necessarily automatic.  Will need to think about that some more/


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#58 Viceroy Bolda

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Posted 28 June 2013 - 11:58 AM

I broke the proper drill bit on an unrelated project.  Sorry for not updating.  Making the gun barrels is super time consuming anyway.  

 


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#59 DB Draft

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Posted 28 June 2013 - 02:33 PM

That's OK.  Better to get the job done when you can and having the right tools is very important.  I have been working on a custom flight stand for my gunship.


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#60 Boomer_J

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Posted 28 June 2013 - 05:51 PM

I love your post you guys. I think I will use some of your rule ideas for my ship but I’m waiting for the Tie bomber release to see what it and its bombs can do before I give my CR-90 any stats. 


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