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Extropias Homebrew Shipyard

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Z-95 Headhunter

 

Speed: 3

Hull: 4

Anti Fighter: 3 Blue

Anti Ship: 1 Black

Escort

8pts

 

The opposite of the Avenger....a baby X-Wing, instead of an Uber one. Shares the same role, but is just worse. Sounds right all in all.... a cheap and cheerful alternative to the rather pricy and powerful X-Wing, meant to be fielded in numbers.

 

Lacking swarm it is less effective than the TIE Fighter, but it keeps the X-Wings Escort ability to keep it's buddies safe.

 

I think he should have Hull 3. In my opionion it was always harder to get a TIE-Fighter down than a Z-95. The Z-95 had (weak) hields, but it was much less agile.

 

 

 

Actually I kind of agree. The Z is way less agile than either the A-wing or Tie. I think 3 hitpoints is about right. Of course I don't know if agility is factored into the hitpoint value. If it was I would guess an Interceptor would have 4 hitpoints. The Z does pack missiles, so it can play a multi-role of cheap fighter and anti-ship craft.

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What about a Decimator?

 

Speed: 3

Hitpoints: 7

Anti Fighter: 2 Blue

Anti Ship: 1 Black 1 Blue

Heavy

Bomber

 

14 points.

 

Almost a light-capital ship. Maybe 3 anti-squadron dice.

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I'm working on the assumption that agility is actually factored into Speed. Otherwise the Interceptor and A-Wing would be a lot tougher than they are, and a Y-Wing less so.

 

As for the Decimator....going to wait until after Wave 2 hits and we see the Rogues and Villains stuff, as it will be most analogous to those. It's not a ship i'm super interested in regardless, so not too bothered about doing it soon.

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I am going to agree with the original Z-95 being hull 4. I don't see it being any less fragile then the A-wing at 4.

 

The question is what hull stands for. For me its armour/hull + shields + Agility. If you sit in a TIE-Fighter or X-Wing, what is most easy to destroy: a TIE-Fighter, an A-Wing or a Z-95?

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As i said initially, everyone is going to have their own interpretation. To me, it makes no sense factoring in agility when considering TIE Interceptors for example.....going by that logic, an Interceptor or A-Wing is WAY harder to take down than a Y-Wing or TIE Bomber. But they have less hull.

 

So for my stats, hull will factor in shields and hull only, and agility will factor into speed :)

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Command 4? Thats more than an ISD....i dont think so. 3 is plenty bad enough for a relatively weak ship, 4 would be crippling.

I'm going to mess around with the shields a bit. it does need to be significantly lower than a VSD or Assault Frigate however. It relied very much on its hull and armour, with pretty poor shielding.

 

Dreadnaughts were notorious for their massive crew requirements - something that would make them hard to command.

The massive crew requirements were the reason why the Katana Dreadnaughts were created: slave the ships together to reduce the crew requirements and increase responsiveness.

 

The 'a' version of the Dreadnaught could be the high command, while the 'b' version could be the Katana Dreadnaught. Much lower command, but more expensive.

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Command 4? Thats more than an ISD....i dont think so. 3 is plenty bad enough for a relatively weak ship, 4 would be crippling.

I'm going to mess around with the shields a bit. it does need to be significantly lower than a VSD or Assault Frigate however. It relied very much on its hull and armour, with pretty poor shielding.

 

Dreadnaughts were notorious for their massive crew requirements - something that would make them hard to command.

The massive crew requirements were the reason why the Katana Dreadnaughts were created: slave the ships together to reduce the crew requirements and increase responsiveness.

 

The 'a' version of the Dreadnaught could be the high command, while the 'b' version could be the Katana Dreadnaught. Much lower command, but more expensive.

 

 

As i said initially, everyone is going to have their own interpretation. To me, it makes no sense factoring in agility when considering TIE Interceptors for example.....going by that logic, an Interceptor or A-Wing is WAY harder to take down than a Y-Wing or TIE Bomber. But they have less hull.

 

So for my stats, hull will factor in shields and hull only, and agility will factor into speed :)

 

But then again the B-Wing (Shields 125 SBD, Hull 60 RU) has less hull as a Y-Wing (Shields 75 SBD, Hull 40 RU) and the same as an X-Wing (Shields 50 SBD). Clearly Hull and Armout are most improtant for hull points, but Agility has to be taken in consideration. Even the Tie-Bomber has the same hull despite only armoured with 50 RU and not shielded, but more agile than the Wings (except the A-Wing).

Edited by DScipio

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E-wing


 


Speed: 4


Hull: 5


Anti Fighter: 4 Blue


Anti Ship: 1 Black


Escort


Counter 3


25pts


 


 


Rogue Squadron


 


Speed: 3


Hull: 5


Anti Fighter: 4 Blue


Anti Ship: 1 Black


You may reroll up to 2 dice while attacking an activated squadron


Escort


Bomber


18pts

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Quasar Fire-Class Bulk Cruiser

 

Command: 2

Squadron: 4

Engineering: 2

 

Hull: 5

Anti-Squadron:B

 

Brace

Brace

Redirect

 

Front:

  • 2 Shields
  • R

Left/Right:

  • 1 Shields
  • no Dice

Rear:

  • 1 Shields
  • no Dice

Similar (maybe slightly worse) movement than the Neb-B Frigate

 

Upgrades:

Officer

Defensive Upgrade

 

Points: 60-ish

 

Titles:

Flurry: You may activate fighters at any range with a command or command token.

Points: 15

 

Battle Dog: Squadron token: repair up to two damage divided amongst friendly fighters within range 2

Points: 4

Edited by JimmyMethod

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Marauder Patrol Corvette (Maruader Torpedo Corvette)

 

Hull 4

Antisquadron: U

 

Command 1

Squadron 2 (1)

Engineering 2

 

Evade, Evade, Brace

 

Shields: 2 / 2 / 1

 

Attack Dice: F: RRRR (RRBB) / P: R / S: R / A: R

 

Speed Ratings: Same as the Corvette

 

Upgrade Slots: Officer, Support Team, Offensive Retrofit, Turbolaser (Ordinance)

 

Price: 45 (42)

 

The Torpedo Corvette Variant would swap two front red dice for black and 3-5pt reduction. It swaps out the Turbolaser upgrade slot for a missile slot.

 

Titles would be:

 

Canopus 6pts

When attacking from your front Hull Zone, any Defence Token you target with an Accuracy result will also be exhausted.

 

Swiftsure 12pts

After performing an attack which contained at least one black dice in the dice pool then you make a second attack from that hull facing on a different ship.

 

Other notable upgrades

 

Diamond Boron Missiles 15pts

When attacking at Medium - Long range from your front Hull Zone, you may also add any Black Dice to the Dice Pool.

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E-wing

 

Speed: 4

Hull: 5

Anti Fighter: 4 Blue

Anti Ship: 1 Black

Escort

Counter 3

25pts

 

 

Rogue Squadron

 

Speed: 3

Hull: 5

Anti Fighter: 4 Blue

Anti Ship: 1 Black

You may reroll up to 2 dice while attacking an activated squadron

Escort

Bomber

18pts

 

 

I kinda like your Rogue Squadron special rule, I assume this would also be a unique squadron?

 

Now, if I may dispense with the pleasantries...  Your E wings are waay OP. Escort and Counter 3? I appreciate the high points cost, but that would completely wreck enemy squadrons.

 

Maybe Escort or Counter 2, but not both.

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E-wing

 

Speed: 4

Hull: 5

Anti Fighter: 4 Blue

Anti Ship: 1 Black

Escort

Counter 3

25pts

 

 

Rogue Squadron

 

Speed: 3

Hull: 5

Anti Fighter: 4 Blue

Anti Ship: 1 Black

You may reroll up to 2 dice while attacking an activated squadron

Escort

Bomber

18pts

 

 

I kinda like your Rogue Squadron special rule, I assume this would also be a unique squadron?

 

Now, if I may dispense with the pleasantries...  Your E wings are waay OP. Escort and Counter 3? I appreciate the high points cost, but that would completely wreck enemy squadrons.

 

Maybe Escort or Counter 2, but not both.

 

Yeah Rogues would be a unique squadron, i figure with the squadrons and stuff we can get a bit more fun and have Rogues and Wraiths come in

Rogues I figured would work to have a wedge esc ability 

And I think i should of done counter 2 instead of 3 but I think it fits to have both but I would reduce the guns to 3 and the hull to 4 as compensation

Edited by Tailsgod

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Command 4? Thats more than an ISD....i dont think so. 3 is plenty bad enough for a relatively weak ship, 4 would be crippling.

I'm going to mess around with the shields a bit. it does need to be significantly lower than a VSD or Assault Frigate however. It relied very much on its hull and armour, with pretty poor shielding.

 

Dreadnaughts were notorious for their massive crew requirements - something that would make them hard to command.

The massive crew requirements were the reason why the Katana Dreadnaughts were created: slave the ships together to reduce the crew requirements and increase responsiveness.

 

The 'a' version of the Dreadnaught could be the high command, while the 'b' version could be the Katana Dreadnaught. Much lower command, but more expensive.

A version would be the old school Dread, with the stats that Extropia made, while the B would be Katana variant with blue instead of black and lower command. B would obviously be much more expensive. Squadron value of 1, they only were able to carry a single squadron of fighters normally.

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Since I haven't seen anyone else doing this I made a mockup for phantoms.

Tie Phantom

Speed: 4

Hull: 3

Anti fighter: 2 blue 1 black

Anti ship: 1 blue

Counter (1)

Stealth: may move even if engaged (basically the opposite of heavy)

Cost: 13

Initial impressions? I'm honestly not sure how well it's costed or if I should drop counter.

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The TIE Defender SHOULD be a fighter mincing machine. The stats are for an entire squadron of them...

 

I don't think that has ever happened in the EU!!!  2, or 3 at a time, but 12?!?!   O.o

Edited by OrangeCat

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