FTS Gecko

XG-1 "Star Wing" Assault Gunboat

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FRACTALSPONGE'S AMAZING RENDERINGS:

 

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(we love you fractalsponge!)

 

CONTRIBUTED BY GOSRIC:

 

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(we love you Gosric!)

 

WOOKIEPEDIA:

 

http://starwars.wikia.com/wiki/Alpha-class_Xg-1_Star_Wing

 

EU BACKGROUND:

 

Once the Rebellion started waging (highly successful) hit and fade attacks via hyperspace on Imperial convoys and installations, the Imperial Navy realised they needed to take a new approach to deal with the threat - their traditional methods of enforcement (capital ships deploying waves of cheap, expendable fodder) weren't enough.  There simply weren't enough capital ships to go around, and by the time they responded and deployed the Rebels were usually gone.  So they threw open the floor to their contractors.

Cygnus Spaceworks beat their rivals to the punch with the Alpha-class XG-1 Assault Gunboat.  Shielded, hyperspace capable and with a flexible load out that featured ion cannons, missiles and lasers, it was quickly pressed into service in escort, patrol, recon and rapid-response roles, well before the Battle of Yavin.

Seinar Fleet Systems meanwhile were working on their own solutions.  The first was the Immobiliser-418 cruiser, which used gravity wells to prevent ships from fleeing into hyperspace (or to pull them out of hyperspace).  The second was it's experimental TIE project, which led to Vader's X1, the TIE Avenger and eventually the TIE Defender.  It had it's own teething problems, notably extremely expensive unit costs and the rogue Admiral Demetrius Zaarin.

By the time the Avenger and Defender made it into service, the Assault Gunboat was already firmly entrenched as a multi role fighter in the Imperial Navy due to necessity more than ability - it could be deployed without capital ship support and was perfect as an escort ship for small convoys, but that meant it was effectively on it's own - no capital ship support also meant no TIE Fighter support, and when the Rebels introduced the R-22 Spearhead and RZ-1 A-Wing, it struggled to hold it's own.  Supported by other hyperspace-capable Imperial craft in the TIE Avenger and TIE Defender however, it proved much more effective.

 

Edited by FTS Gecko

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If a 4 forward is red, I don't think it would have a 4 k-turn, only sorta "complaint" I have about it

thats iam not that sure but i think its the same dail the Y-wing uses ;P and even that monster can k turn 4 ;P with his 4 forward red ^^

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Heavy laser cannon carrier with targeting sensors and maneuverability. Feels a lot like a Lambda with a K turn. Not quite as heavy as the Lambda but similar enough that you could see it as a souped up version of it. Looks fun.

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OK, help required for homebrew stats / upgrades for this ship.

 

From Wookiepedia:

 

CHARACTERISTICS:
 
Length:  10 meters
Width:  15.1 meters
Height/depth:  7.2 meters
 
The 10-meter-long Xg-1 was based on a tri-wing design similar to the Lambda-class shuttle, another craft that Cygnus Spaceworks designed. Like the Lambda shuttle, the Star Wing had a fixed dorsal wing flanked by a pair of lateral folding wings. When landing, the lower wings folded upwards. However, the Xg-1 had a sleeker cockpit and warhead/engine pods along the side of the hull. It had two additional folding wings that protruded diagonally from the side pods, at an angle reflexive to the lateral wings. These secondary wings afforded the Xg-1 significantly increased maneuverability over its shuttle counter-part. When in flight position, the wing configuration resembled an inverted five-point star, thus the name "Star Wing".
 
Its armament consisted of two chin mounted laser cannons, two ion cannons above the cockpit, and a pair of general purpose warhead launchers. The Gunboat could also carry the tractor beam weapon developed for the TIE Avenger and newer Imperial starfighters; the only known use of this was during Maarek Stele's campaign in the Eva-T system to snare enemy craft.
 
The standard payload was sixteen concussion missiles, eight per launcher, though depending upon the mission the Gunboat could alternatively carry twelve proton torpedoes, eight heavy rockets, or four heavy space bombs. Some gunboats also carried Ion torpedoes.
 
The Xg-1 was a relatively large craft, which enabled it to accommodate a hyperdrive and deflector shields. However, it was not particularly fast and had an average level maneuverability, making it mediocre in space superiority. The starfighter also borrowed the standard reactor design from the TIE series, which, like those fighters, was mounted directly on the tail of the craft.
 
ROLE:
 
The Star Wing was equipped with a hyperdrive, which meant that it did not need the support of a Star Destroyer or other starfighter carrier. It proved very useful in conducting hyperspace raids against convoys and space stations, and also served in a reconnaissance capacity.
 
The fact that it was armed with ion cannons made the Assault Gunboat an ideal choice for capture operations or planetary customs duties. Its high magazine capacity made it a deadly bomber, as a squadron of Star Wings could penetrate most medium-sized capital ships' shields with a single warhead salvo from each fighter.
 
The Xg-1 was famed for its resilience. Its powerful shields allowed it to engage foes at point blank range, enabling it more opportunity to inflict damage, whereas an unshielded craft would be forced to break off the attack. The Star Wing's reinforced hull could survive a direct hit from an advanced concussion missile, and several times these craft were able to return home safely despite being badly damaged. Pilots such as Maarek Stele, having previously flown TIEs whose best defense was speed and maneuverability, often took advantage of the Star Wing's defenses to press bold assaults.  If the Star Wing was deployed into a combat zone directly by a Star Destroyer or carrier, its deflector shields enabled it to spearheaded the attack and drew fire away from unshielded TIEs. One such rare deployment when Maarek Stele led other Imperial Navy starfighters at the final battle of the Conflict at Mylok IV.
 
The Assault Gunboat was designed and deployed to perform specific missions that standard TIE fighters were unable to complete. It was not planned for widespread production like TIEs, so it did not alter the Imperial doctrine of quantity over quality. (The TIE Avenger and TIE Defender, however, were designed as high-quality alternatives to using swarms of cheap craft.
 
OK, so from that description - small base ship, shorter than an X-Wing, slow but very durable.  Lasers, Ion Cannons and Missiles are main armament.  I've initially gone for 2 attack with 2 Missile slots and a Cannon Upgrade slot to represent the Ion - does this sound about right?  Movement template based on Y-Wing from the description, but maybe needs to be differentiated a little bit?
 
It should probably be better at engaging larger targets than starfighters, but from the "role" description it seems it should be a good jouster - causing big damage on the initial pass while capable of soaking return fire - so 3 shields, 4 hull, with the missile slots for the head-on attack.
 
I'm not sure about the Laser Cannon slot - it does canonically have the utility of ion cannons, but would the ability for it to equip a HLC be a bit too much?
 
....then of course, there's the tractor beam weapon...
 
POTENTIAL PILOTS:
 
From the TIE Fighter Strategy Guide/Stele Chronicles:
Other sources:
 
CONTRIBUTED BY MAJORJUGGLER:
 
 
On 08/12/2015 at 8:24 PM, MajorJuggler said:

One of my buddies at the LGS made an entry for the Gunboat in the reddit design competition. I helped him balance it.

 

see XG-1 Star Wing here: https://drive.google.com/folderview?id=0B8IZA8OH_Od7M2w0NmJWemJVQ1k&usp=drive_web

 

What we came up with:

 

2/2/4/3

Target Lock, Focus, Barrel Roll (I would be OK with leaving that one out, designer's choice)

System Slot

Cannon slot

2x Missile slot

Dial: designer locked in basically a B-wing dial but with a Talon roll. (see above link)

 

PS2: 20 points

PS4: 22 points with EPT

 

Slaved Missile System

Assault Gunboat only.

2 points.

Missile slot + System slot (both)

Range: 1-3

Dice: 3

 

Attack [Target Lock]: After performing a primary attack that hits, perform this attack on the same target.

 

 

It's priced at 20 points so that it is equally viable with either HLC + FCS (29 points), or Slaved Missile System (22 points). Slaved Missile System is very effective against low agility targets, but drops off dramatically against higher agility. It fits with the theme of the ship.

 

 

Edit: best (theory crafting) competitive list that I came up with using the Gunboats is:

 

100 points

2x PS4 + Slaved Missile System + Crackshot

Oicunn + Gunner + Vader

 
CONTRIBUTED BY MEL:

pic1985080_lg.jpg

 

Edited by FTS Gecko
Radzap, Odanan, Dieter122 and 2 others like this

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When (not if) the Assault gunboat arrive I would not be surprised if Gecko's speculations prove to be fairly close to the truth. The gunboat is basically the Empire equivalent to the B-wing and this mirrors that fairly well. I however would lower the agility by one because I remember flying the Gunboat in TIE Fighter and it was not the most manuverable of craft.

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Remembering the Assault Gunboat from the TIE Fighter pc game I would say it's more like 2 hull and 3 shields (or a flip of those values). The Gunboat wasn't exactly a tank - more like the middle-ground between a heavy bomber and a fighter.

 

Maneuverability was decent. A bit better than a TIE Bomber and also somewhat better than the old y-wings. But in X-wing miniatures the Bomber has a quite good dial and giving the Gunboat an even better dial would probably make it too much of a dogfighter.

 

A beam weapon is what we already have in the way Ion works in the game. In the TIE Fighter game the beam weapon was almost too good and paired with the Defender you nearly had an auto-win.

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Remembering the Assault Gunboat from the TIE Fighter pc game I would say it's more like 2 hull and 3 shields (or a flip of those values). The Gunboat wasn't exactly a tank - more like the middle-ground between a heavy bomber and a fighter...

 

Ehhh... they were a little bit tougher than that.  certainly much more durable than your standard X-Wing...

 

Bear in mind that just one quad-linked shot is enough to shred a TIE Fighter or TIE Interceptor in the game. The Gunboat shrugs off four or five... admittedly once the X-Wing is on it's tail it struggles to shake it.

 

I'm envisaging a standard load out being FCS & Ion Cannon, or FCS & 2 x Cluster/Concussion Missiles... a flexible, all-round dogfighter.

 

...maybe it would be a good place to introduce Advanced Concussion Missiles (range 2-3, change one blank to one crit?)

 

AZRAPSE'S FLIGHT LIEUTENANT ADA:

 

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RAYNUK'S XEAL:

 

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ODANAN'S VERSION:

(more custom cards available on Odanan's thread here)

 

x_wing_miniatures_assault_gunboat_custom

 

x_wing_miniatures_game___custom_upgrade_ x_wing_miniatures_game___custom_upgrade_

 

x_wing_miniatures_game___custom_upgrade_ x_wing_miniatures_game___custom_upgrade_

Edited by FTS Gecko

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Might be faulty memory but I don't remember the gun boat being as sluggish as a y-wing, I wouldn't call is agile by any means though.

 

2 dodge seems right to me.

 

No, you're right - as can be seen in the video above, it was more agile than a Y-Wing, just not particularly fast.

 

I saw this represented as either two evade OR barrel roll action.  Barrel roll made it a little too similar to the B-Wing though...

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Cant wait until wave 6?

Thare are other options.....

 

th_StarwingAssaultGunboat_zps96b7a08c.jp

 

th_comparison_zpsa1cd17d8.jpg

 

I know there are people over on BGG making  stats and cards for it

 

Just thought id mention it.

Edited by Gosric
Dej2, FTS Gecko and JCDisaray like this

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These secondary wings afforded the Xg-1 significantly increased maneuverability over its shuttle counter-part. 

 
However, it was not particularly fast and had an average level maneuverability, making it mediocre in space superiority. 
 
The Xg-1 was famed for its resilience. Its powerful shields allowed it to engage foes at point blank range, enabling it more opportunity to inflict damage, whereas an unshielded craft would be forced to break off the attack. The Star Wing's reinforced hull could survive a direct hit from an advanced concussion missile, and several times these craft were able to return home safely despite being badly damaged. Pilots such as Maarek Stele, having previously flown TIEs whose best defense was speed and maneuverability, often took advantage of the Star Wing's defenses to press bold assaults.  
 
 
 

FFG's method of stat-ing a ship doesn't allow for a lot of finder detail.  In Universe I consider the X wing to be a very well rounded starfighter, having above average firepower, and above average maneuverability, with solid shields and hull.  There are absolutely ships that are better in certain categories, but the X-wing makes the B Honor Roll because it is solid in so many categories.

 

So, on one side I don't think the XG-1 should have as much evade as the X-wing...but it should have more than the shuttle.  And there's the rub, 1.5 evade doesn't work.

 

I'd dial the maneuverability as represented on the dial down a little bit too, take that 4K and make it a 2K

 

There is also plenty of talk about how tough the shields are.  This makes me think 4 hull and 4 shield or 3 hull and 5 shield.  The problem is this makes it a B-wing with no barrel roll but 1 extra evade.  No, the base attack of 2 vs 3 doesn't offset the evade of 1 v 2.  

 

Aside from revamping the B-wing to have 4 Primary Attack, I say give it 4 shield 4 hull and 1 evade, because I think both the Y-wing and the B-wing are better dogfighters than the shuttle, but they too have 1 evade.  I guess the Shuttle probably has 0.7 evade which rounds up to 1 and and XG-1 has1.3 evade which rounds down to 1. 

Edited by akodo1

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