Sign in to follow this  
Followers 0
Viceroy Bolda

Corillian Gunship project (not Corvette blockade runner)

100 posts in this topic

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

Share this post


Link to post
Share on other sites

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.

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

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?

 

Share this post


Link to post
Share on other sites

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. 

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

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.  

Share this post


Link to post
Share on other sites

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/

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

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

 

Share this post


Link to post
Share on other sites

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. 

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

That is really coming along very well indeed!  The base looks good and sturdy too.  I was thinking that with these "huge" models (or should they be called "epic" models) that ships could shoot at them when in base contact and vice versa.  Alternatively the normal rules could apply but the epic ship gets a pseudo anti-pursuit laser rule.  It all depends on how thematically you want to play them.  With fighters skimming along a Star Destroyer are these considered "inside" their shields and therefore capable of doing direct damage?

Also if these huge ships move it is likely to hit other ships, but shouldn't it be able to carry on as normal and not be stopped?  Maybe the smaller ships are displaced or forced to carry out their move to make way.  Maybe if this happens then the small ships are forced to lose an action.  Their moves should be pretty slow and limited so the emphasis on the smaller ships is to make firing passes and then break off rather than act as judder bar speed bumps!

 

Just spit-balling ideas...

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

IMG_1999.jpg

Finished the last gun barrel tonight.  All 40 of them are finished.  I used pop rivets, ground them to shape, cut them to size.  Now to mount them all straight!  The quad barrels have proven most tricky during this task.  Thanks to my wife for the pic.

Share this post


Link to post
Share on other sites

I think I finally finished the model last night.  This scratch build left me scratching my head sometimes, but it was a great deal of fun.  Now I look forward to sharing it with friends on the table.  I appreciate the help from you all especially in regards to creating rules, construction techniques, and encouragement.  I'll post more pictures later.  Thank you everyone again.  

 

 

IMG_2008.jpg

Digitalkiller and Cilionelle like this

Share this post


Link to post
Share on other sites

That is one terrific model and the rules you have thrown around sound very good and plausible to use.  I would even say a larger double size play area is needed.

 

Excellent job of creating a fine starship!

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

This is a really cool scratch build, nice to see something different.  I think what makes it really good is all of the details.  I think it's difficult to keep motivated during a larger project like this, especially when you get stuck with what to do but it's worth it in the end.

 

Looking forward to seeing more photo's!!

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

I plan to use movement standards like what Englishpete posted about his Vigil frigate. 

 

For shooting, the mid section will have two options:   7 attack to one  side and 3 attack to the ther or 5 attack to both sides. 

 

The rear section will get four battery

 

attacks, 6 attack die each.  The guns on the belly and top can shoot 360 but the guns on the sides can only shoot broadside. 

 

Since there are four missile launchers, the gunship will be able to fire two missiles each round. 

 

The bridge section will control target locks. 

 

I could use your help here.  I was thinking about allowing 7 target locks with automatic focus (because the gunners only need to focus on shooting, not maneuvering or evading). 

Share this post


Link to post
Share on other sites

IMG_2015.jpgMy camera doesn't get the details, but there is an escape hatch to the rear of the bridge.  As well as thrusters on both sides.  I framed out the bridge viewports too, but they didn't come out in the pics either.  Maybe the flash was too close.IMG_2011.jpgIMG_2012.jpgIMG_2013.jpgIMG_2014.jpgIMG_2016.jpgIMG_2018.jpgIMG_2019.jpgStar Wars Basic flight initials and numbers, same as those on the nose.  

Joe Boss Red Seven likes this

Share this post


Link to post
Share on other sites

Didn't read all the posts here, was looking forward to all the pics. Are they any rules here for the ship I missed by chance?

 

Great work Viceroy Bolda. 

Viceroy Bolda likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0