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Viceroy Bolda

Corillian Gunship project (not Corvette blockade runner)

100 posts in this topic

Thanks for the compliments!  Glad to see other nerds think this is cool. Anyhow, with the blizard today I did some painting and a wash.

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Next step: arm the beast, make a base.

 

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Kaxel,

I would like the base to be the approximate size/shape of the ship.  I already have a hole drilled on the bottom of the craft.  I would like the base to be at least as tall as FFG ships.  

Thanks for looking!

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We have lift off!!!

What do you guys think about the altitude?  Is the ship mounted too high?  At this height, players will be able to see the belly guns and the base.  I plan to paint the base into segmented target areas as others have done to their Corvettes.  

 

IMG_1539.jpg

A work in progress.

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Height looks perfect.  Enough to prevent getting in the way, but not so high that you can see your opponents face.  One thought.  You might want to flip the base bottom over.  The warp in that I can see makes it look like it will rock back and forth if the edges are touched.

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Thanks DB.  I posted some possible stats on Page two but nothing is definitive at this point.  Any suggestions?

Aridia, I thought so too, but the slight curve helps the base slide like a sled.  Plus, it is heavy enough not to rock.  We had the same idea.  Great minds think alike!

Thanks for looking!

IMG_1543.jpg

Still a work in progress.

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Sorry, I should have seen your stats, they look reasonable for something that scale.  I have the CR90 model and it seems about the same size.  I have also been thinking of gaming with larger ships and there are several possible ways to do it.  The simple way is to treat it just like a big fighter.  Alternatively have various target zones and give these separate shield ratings.  This gives a "Star Wars/Trek" feel… (ie "transfer power to the front deflectors" ).  The shield values would not need to be too large (5 or so) but they could be rechargable.  So concentrated fire could strip the shields from a certain location and strike the hull and cause certain criticals (depending on the target zone) but otherwise the shields will slowly repair again unless a shield generator is knocked out.

I think this system is more challenging but keeps the theme.  So large ships may be able to use multiple actions (target locks etc…) or use special actions (repair shield).  If they have a limit of 3 to 4 actions per round then the player needs to prioritise attack vs defence actions.

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I am thinking tentatively about doing up a CR90 (it's 55.6cm long, though…), but I was also thinking about making each system on the ship a separate target.  Someone posted a list of cap-ship rules they were working on and that's where the idea came from.  Sorry that I can't remember who it was.  The gist of it was separate systems, common shield pool.

The other difficulty is that there is no "Deflector Shield Generator Dome" like on the Star Destroyers.  So if you wanted to "take out the shields", you'd have to do it the old fashioned way.  After that, you'd need stats for each target or system.

But I like the look of this model heaps.  It's a great addition to the game!

 

Edited to add that according to the SAGA edition rules, the Corellian Gunship had about 12x the amount of Hull or Armour or Structural Integrity of an X-wing, and about 7.6x the Shield strength.  That would put it at roughly 36 Hull and 14-15 Shield.

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I am thinking about some generic Capital ship rules that could be applied to any type of appropriate ship.  At the scale of X wing this means patrol craft, frigate/corvette/blockade runner sized rather that Star Destroyers but the principle would be the same.

These ideas are influenced by what I have seen from others based on the CR90 in particular and iI do no meant to take credit for their ideas.

Capital Ship Actions (3 or 4 actions can be done during a turn, multiples of the same action are allowed)

Target Lock (as normal, the number only limited by how many active sensors available)

Concentrate Fire (allows multiple turrets to fire at a single target and be resolved as a single attack)

Regenerate Shield (either 1 shield per action or 1 roll of a green die, anything but a blank recovers a shield)

Cap ships would not need evade or barrel roll actions obviously and possible should not even get focus as they can mass defensive guns.

My idea is to divide the ship into three target zones: Command Centre (Bridge), Ordnance Bay (Weapons/Sensors) and Propulsion (Engines).  Each of these zones can be targeted separately, but unless you have a TL an attacker will normally hit the closest zone.  Each target zone has a separate shield rating.  Once this is down hits will go to the hull as normal.  If criticals are done then the type would depend on the target zone in question.  A simple critical table would be needed to roll for the outcome.

As an example of a CR90:

20 Hull

5 Shields for each target zone (Command Centre, Ordnance Bay and Engines)

4 Actions available: Target Lock (max of 2), Concentrate Fire, Shield Regenerate

So they could TL a fighter on their portside and Concentrate Fire with their portside batteries (2 actions) and attempt to recover 2 shields on their Engine deflector screen (2 actions).  The player therefore has to decide how they will spend their actions on etheir attacks and defence. 

Anyway those are just some ideas, I have not tried these out.

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So if each ships segment had its own shield and hull value, destructions of specific target areas could have unique.  I am a proponent of this idea but I'm coming across difficulties.  

Things kind-of float in space.  I intended for this ship to get a movement of 1, so what if the engines are destroyed?  Then what?

If the bridge is destroyed does the ship lose actions?

If the ship rebuilds shields, can it regenerate one for each of the three sections or one shield value for one selected ship section?

 Without looking at the diagram I cannot remember where the shield generator is and which sector it would relate to.

 

Have a great day!

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Each target zone would have a unique shield rating.  All hits that get past the shields would go directly to the hull, a single rating.  Again this depends on how you want to view shields.  Can they be variable in different locations (mentioned in Star Wars about front and rear deflectors on Y wings) or just a single rating, I prefer the former.

The criticals for each zone would need to be relevant for that section, a quick and dirty set of tables using a 1D6:

Command Centre

1-3 Bridge Hit-reduce number of available actions by 1, down to a minimum of 1.

4 Control Loss-must plot a straight maneuver (or random maneuver) also a stress token.

5 Minor Explosion-extra damage

6 Shield Generator Destroyed-lose ability to recharge shields in this zone.

Weapons/Sensor Suite

1,2 Weapon Disabled-random weapon system destroyed

3 Sensor Disabled-lose a target lock action

4 Minor Explosion-extra damage

5,6 Shield Generator Destroyed-lose ability to recharge shields in this zone.

Propulsion

1-3 Engine Damaged-a number of these criticals will cause immobilisation, but each of these hits also could give a stress token.

4,5 Minor Explosion-extra damage

6 Shield Generator Destroyed-lose ability to recharge shields in this zone.

I believe on your ship the shield generators are fairly internal near the waist.  Alternatively losing a Shield Generator could just remove a "Shield Regenerate" action regardless of the zone they are in.  This assumes power can be redistributed to the shields. 

 

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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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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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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.  

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

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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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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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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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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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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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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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