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Wes Janson

Imperial Assault Gunboat

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Not sure what stats they are using.  Tie Avengers, at least in the PC games, are much faster than even A-Wings.  I could go with a SPD of 4 though.  The Tie Defender is a bit faster, has Ion Cannons and also slightly stronger shields than the Avenger.  The Speed boost is pretty big.  I think BOTH can be mounted with the mini-tractor beam but let's leave that alone for now.  That could be a fighter specific upgrade.

Tie Avenger

Speed 4
Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)
Squadron Dice = 4 Blue
Anti-Ship Dice = 1 Black
Escort 
Counter 2

Tie Defender

Speed 5 (Third Collector adds speed to the fighter)
Hull 5 (Better shields boost the Hull by 1)
Squadron Dice = 4 Blue
Anti-Ship Dice = 1 Black
Escort 
Counter 2 or 3

Making the Defender Counter 3 would be a big boost too.
 

Tie Phantom

Speed 4
Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)
Squadron Dice = 3 Blue
Anti-Ship Dice = 1 Black (Not sure what these were armed with)
Grit
Counter 1
Stealth 1 (Causes attackers to re-roll one attack die, defenders choice)

Edited by Mike1975

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Well something I was thinking on was coming up with some fan made abilities to go with the fan made squadrons. No reason that we can't do it. After all, wave 2 already shows abilities outside the currently known ones so we are in good shape to make our own. Have an idea of how to handle the tractor beam?

Working on Grand Admiral Zaarin right now.

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SLAM:

 

When activated by a squadron command the unit may make a SPD 5 move even if Engaged but cannot make an attack.

During Squadron phase the unit may make a SPD 3 move even if engaged.  

What about this?

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So abilities that we can use
Stealth
Grit
Swarm
Bomber
Heavy
Escort

A first run.....some fighters you can't really differentiate easily.  It's a ship game after all.

Tie Avenger

Speed 4
Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)
Squadron Dice = 4 Blue
Anti-Ship Dice = 1 Black
Escort 
Counter 2

Tie Defender
Speed 5 (Third Collector adds speed to the fighter)
Hull 5 (Better shields boost the Hull by 1)
Squadron Dice = 4 Blue
Anti-Ship Dice = 1 Black
Escort 
Counter 2 or 3

Making the Defender Counter 3 would be a big boost too.
 

Tie Phantom

Speed 4
Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)
Squadron Dice = 3 Blue
Anti-Ship Dice = 1 Black (Not sure what these were armed with)
Grit
Counter 1
Stealth 1 (Causes attackers to re-roll one attack die, defenders choice)

 

E-wing
Speed 4
Hull 4 
Squadron Dice = 4 Blue
Anti-Ship Dice = 1 Red (Not sure what these were armed with)
Escort

 

Z-95 Headhunter
Speed 3
Hull 3 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?

 

Cloakshape Fighter

Speed 3
Hull 5 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Black
Heavy

R-41 Starchaser
Speed 3
Hull 4 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?

 

Authority IRD
Speed 3
Hull 4 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?


Preybird
Speed 3
Hull 5 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?

 

A-9 Vigilance
Speed 3
Hull 4 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?

 

Tie Droid
Speed 4
Hull 3
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Black
?

 

Scimitar Tie Bomber
Speed 4
Hull 4 
S
quadron Dice = 3 Blue, 1 Black
Anti-Ship Dice = 2 Black
Bomber

 

Star Viper
Speed 3
Hull 4 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
?

 

Long Probe Y-wing
Speed 3
Hull 6 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Black
Probe
Heavy


Skipray Blastboat

Speed 3
Hull 6 
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Red
Heavy
Grit

 

T-wing
Speed 3
Hull 3
S
quadron Dice = 3 Blue
Anti-Ship Dice = 1 Blue?
Swarm?

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I really like all the creative ideas, but also doubt that many of the different fighters would see a release.. there are only five different characteristics to each fighters, before special rules clock in. Point difference between a b-wing and a TIE atm is 6 pts, so the margin in which to balance future fighters via point costs is pretty small. I dont see any viable way how these huge numbers of fighters may be released, without making most of them obsolete in game terms.

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So abilities that we can use

Stealth

Grit

Swarm

Bomber

Heavy

Escort

A first run.....some fighters you can't really differentiate easily.  It's a ship game after all.

Tie Avenger

Speed 4

Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)

Squadron Dice = 4 Blue

Anti-Ship Dice = 1 Black

Escort 

Counter 2

Tie Defender

Speed 5 (Third Collector adds speed to the fighter)  Speed 4 at most, it had a top speed of 144 MGLT compared to 150 of the Avenger

Hull 5 (Better shields boost the Hull by 1) It had 100 SBD shield and 14 Ru Hull (Avenger: 100/20) and was not more agile than an Avenger too: 110 DPF compared to 150 DPF)

Squadron Dice = 4 Blue I think 4 Blue and a black and a red would be fine. It had 4 Lasers (4 blue) and missles and 2 Ioncannons.

Anti-Ship Dice = 1 Black At least 2 black for the heavy arment

Escort 

Counter 2 or 3 Beeing less agile than an Avenger Counter 1 seems enough to me.

Making the Defender Counter 3 would be a big boost too.

 

Tie Phantom

Speed 4

Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black (Not sure what these were armed with)

Grit

Counter 1

Stealth 1 (Causes attackers to re-roll one attack die, defenders choice)

 

E-wing

Speed 4

Hull 4 

Squadron Dice = 4 Blue

Anti-Ship Dice = 1 Red (Not sure what these were armed with)

Escort

 

Z-95 Headhunter

Speed 3

Hull 3  Perhaps even Hull 2? Most times it seems much more easy to take down a Z-95 than an TIE-Fighter which also is a newer design.

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

Small payload (after first use drops to 1 Black Die against Anti-Ship)

 

Cloakshape Fighter

Speed 3

Hull 5 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black

Heavy

R-41 Starchaser

Speed 3

Hull 4  Perhaps even Hull 3? Most times it seems much more easy to take down a R-41 than an TIE-Fighter which also is a newer design.

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Authority IRD

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

Preybird

Speed 3

Hull 5 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

A-9 Vigilance

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Tie Droid

Speed 4

Hull 3

Squadron Dice = 2 Blue (for the lack of good pilot)

Anti-Ship Dice = 1 Black

Droidship (may never be activated)

 

Scimitar Tie Bomber

Speed 4

Hull 4 

Squadron Dice = 3 Blue, 1 Black

Anti-Ship Dice = 2 Black

Bomber

 

Star Viper

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Long Probe Y-wing

Speed 3

Hull 6 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black

Probe

Heavy

Skipray Blastboat

Speed 3

Hull 6 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

Heavy

Grit

 

T-wing

Speed 3

Hull 3

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Blue?

Swarm? Swarm would be bit much, perhaps just make him cheap?

Small payload (after first use drops to 1 Black Die against Anti-Ship)

 

 

 

TIE-Scout

Speed 3

Hull 2

Squadron Dice = 2 Blue

Anti-Ship Dice = None

Probe

Heavy

 

Lambda shuttles

Speed 3

Hull 4

Squadron Dice = 1 Blue

Anti-Ship Dice = None

Rescue (any lost fighters only count half for purpose of objectives)

Heavy

Limited Boarding (may engage Captial ships and perform a single 2 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Delta-class JV-7 Escort shuttles

Speed 3

Hull 4

Squadron Dice = 4 Blue

Anti-Ship Dice = 2 Black

Rescue (any lost fighters only count half for purpose of objectives)

Counter 1

Heavy

Limited Boarding (may engage Captial ships and perform a single 2 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Delta-class DX-9 Stromtrooper transport

Speed 2

Hull 5

Squadron Dice = None

Anti-Ship Dice = 2 Black

Heavy

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Gamma-class ATR-6 Assault transport

Speed 2

Hull 6

Squadron Dice = 4 Blue

Anti-Ship Dice = 2 Black

Heavy

Counter 1

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Beta-class ETR-3 Assault transport

Speed 2

Hull 7

Squadron Dice = 4 Blue, 1 Black

Anti-Ship Dice = 3 Black

Heavy

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

Edited by DScipio

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I would say it mimics the X-wing in all fashion but has a black dice for anti-ship, and 4 for speed.

 

Hesekiel, most of these we are developing for custom/fan made fighter flights. Regardless of how they may repeat we are covering them for the sake of nerdy completeness ;)

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So abilities that we can use

Stealth

Grit

Swarm

Bomber

Heavy

Escort

A first run.....some fighters you can't really differentiate easily.  It's a ship game after all.

Tie Avenger

Speed 4

Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)

Squadron Dice = 4 Blue

Anti-Ship Dice = 1 Black

Escort 

Counter 2

Tie Defender

Speed 5 (Third Collector adds speed to the fighter)  Speed 4 at most, it had a top speed of 144 MGLT compared to 150 of the Avenger

Hull 5 (Better shields boost the Hull by 1) It had 100 SBD shield and 14 Ru Hull (Avenger: 100/20) and was not more agile than an Avenger too: 110 DPF compared to 150 DPF)

Squadron Dice = 4 Blue I think 4 Blue and a black and a red would be fine. It had 4 Lasers (4 blue) and missles and 2 Ioncannons.

Anti-Ship Dice = 1 Black At least 2 black for the heavy arment

Escort 

Counter 2 or 3 Beeing less agile than an Avenger Counter 1 seems enough to me.

Making the Defender Counter 3 would be a big boost too.

 

Tie Phantom

Speed 4

Hull 4 (More than Ties or Tie Interceptors but same as A-Wing but less than X-Wing)

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black (Not sure what these were armed with)

Grit

Counter 1

Stealth 1 (Causes attackers to re-roll one attack die, defenders choice)

 

E-wing

Speed 4

Hull 4 

Squadron Dice = 4 Blue

Anti-Ship Dice = 1 Red (Not sure what these were armed with)

Escort

 

Z-95 Headhunter

Speed 3

Hull 3  Perhaps even Hull 2? Most times it seems much more easy to take down a Z-95 than an TIE-Fighter which also is a newer design.

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

Small payload (after first use drops to 1 Black Die against Anti-Ship)

 

Cloakshape Fighter

Speed 3

Hull 5 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black

Heavy

R-41 Starchaser

Speed 3

Hull 4  Perhaps even Hull 3? Most times it seems much more easy to take down a R-41 than an TIE-Fighter which also is a newer design.

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Authority IRD

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

Preybird

Speed 3

Hull 5 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

A-9 Vigilance

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Tie Droid

Speed 4

Hull 3

Squadron Dice = 2 Blue (for the lack of good pilot)

Anti-Ship Dice = 1 Black

Droidship (may never be activated)

 

Scimitar Tie Bomber

Speed 4

Hull 4 

Squadron Dice = 3 Blue, 1 Black

Anti-Ship Dice = 2 Black

Bomber

 

Star Viper

Speed 3

Hull 4 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

?

 

Long Probe Y-wing

Speed 3

Hull 6 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Black

Probe

Heavy

Skipray Blastboat

Speed 3

Hull 6 

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Red

Heavy

Grit

 

T-wing

Speed 3

Hull 3

Squadron Dice = 3 Blue

Anti-Ship Dice = 1 Blue?

Swarm? Swarm would be bit much, perhaps just make him cheap?

Small payload (after first use drops to 1 Black Die against Anti-Ship)

 

 

 

TIE-Scout

Speed 3

Hull 2

Squadron Dice = 2 Blue

Anti-Ship Dice = None

Probe

Heavy

 

Lambda shuttles

Speed 3

Hull 4

Squadron Dice = 1 Blue

Anti-Ship Dice = None

Rescue (any lost fighters only count half for purpose of objectives)

Heavy

Limited Boarding (may engage Captial ships and perform a single 2 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Delta-class JV-7 Escort shuttles

Speed 3

Hull 4

Squadron Dice = 4 Blue

Anti-Ship Dice = 2 Black

Rescue (any lost fighters only count half for purpose of objectives)

Counter 1

Heavy

Limited Boarding (may engage Captial ships and perform a single 2 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Delta-class DX-9 Stromtrooper transport

Speed 2

Hull 5

Squadron Dice = None

Anti-Ship Dice = 2 Black

Heavy

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Gamma-class ATR-6 Assault transport

Speed 2

Hull 6

Squadron Dice = 4 Blue

Anti-Ship Dice = 2 Black

Heavy

Counter 1

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Beta-class ETR-3 Assault transport

Speed 2

Hull 7

Squadron Dice = 4 Blue, 1 Black

Anti-Ship Dice = 3 Black

Heavy

Boarding (may engage Captial ships and perform a single 4 black die attack with the bomber rule, ship is captured if destroyed by the attack).

 

Some excellent additions there!  Appreciated.

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I would say it mimics the X-wing in all fashion but has a black dice for anti-ship, and 4 for speed.

 

Hesekiel, most of these we are developing for custom/fan made fighter flights. Regardless of how they may repeat we are covering them for the sake of nerdy completeness ;)

 

I know, and I keep reading here regularly because I enjoy the creativity, even though I am not that familiar with SW fluff to contribute anything except basic criticism :rolleyes: . I think a similar tool to the descent hero generator would be a really nice addition, though - there are more than enough pics on the net to cover the depicting, and with all the nerdy brainpower available to SW the Kuat Drive or Fondor Yards would never ever run out of work ;-) 

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I'd be interested in what you have Wes on Hero's.  We need to make a list of abilities for them.  What about the possibility to upgrades for fighters?  Advanced Concussion Missiles and Proton Torpedoes as well.....  Mag Pulse Warheads.

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Not sure if I really like boarding as a mechanic for this game... rather, if the ship is destroyed by such actions it can remain on-board, but the new owners have to get it offboard for it to count as what, full cost plus half? of the points awarded. Destruction of the ship by the former owning side nets no points.

 

I like the idea for special scenarios but I don't think I like the idea much of having my ships taken from me through some fluke rolls.

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Plus most boarding actions are going to take the entire game play length and you would have to add a troops stat to all ships.  It'd be like ISD has 12 troops and when you board you get to roll one die.  If you roll a hit then the enemy loses one troop.  Shuttles would have 1-2 troops depending upon size.  Assault Transports 2-3.  The number of dice would be limited by the size of the ship.  Small ships = 1 die per turn.  Medium = 2 dice.  Large = 3 dice.

So let's say a VSD has 7 troops.  2 Assault Transports latch on.  7 Troops on the Imp side and 4 on the Rebel.   Each player would roll 2 dice.  Maybe +1 dice for the Imps for Stormtroopers.  Whoever loses all their troops first loses.  While the boarding action takes place reduce all command dials to only the effects of a command token and all tokens are lost.

That might make a boarding action take a long time, as I think it should.

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