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Cilionelle

Victory I-class Star Destroyer project

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Hi there,

X-wing has begun to take off at our little club, and already we're thinking big. we have a couple of guys who are going to start work on a to-scale Victory I-class Star Destroyer (3.33m long, 2.22m wide, 52cm high from horizontal mid-line to the top of the bridge superstructure), the top half of it at least, in the hopes that we will eventually have between us the 24 TIE/LNs needed to properly defend it!

Anyways, I've drawn up some preliminary thoughts on scenario stuff and the way the VSD will interact with the game in progress. if anyone wants to comment, offer a critique or ask any questions, feel free.

 

 
Cheers!

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Cilionelle said:

Hi there,

X-wing has begun to take off at our little club, and already we're thinking big. we have a couple of guys who are going to start work on a to-scale Victory I-class Star Destroyer (3.33m long, 2.22m wide, 52cm high from horizontal mid-line to the top of the bridge superstructure), the top half of it at least, in the hopes that we will eventually have between us the 24 TIE/LNs needed to properly defend it!

Anyways, I've drawn up some preliminary thoughts on scenario stuff and the way the VSD will interact with the game in progress. if anyone wants to comment, offer a critique or ask any questions, feel free.

 

 
Cheers!

Okay, you've got my attention. I like where this is heading!

So what kind of scenario are you envisioning? One idea is that the Rebels need to destroy a certain number of hard points in their classic hit-and-fade tactics. Do just enough damage to put it out of commision for a while, then jump back out of the system. Of course, they could also be required to destroy it outright, but I see that as a long game.

Would the hard points have agility dice or just hull points? I'm leaning on no agility dice. How many hull points? I think most of them should have about 3, but as many as 10 for the big ones. Maybe more for the bridge. Does the ship have shields you have to get through before you can start taking down the individual components? That would make it extra challenging….maybe too challenging, but realistic. I mean, "Two fighters against a star destroyer?!"

Perhaps if it were an Interdictor cruiser that had pulled the squadron out of hyperspace they'd have to destroy the ship (or at east the gravity well generators) to make the jump to lightspeed to escape. You could even have the Rebels be required to protect an Outer Rim Smuggler that they were escorting. Yes, I'm borrowing heavily from Michael A. Stackpole's X-wing books (the smuggler would actually be the Pulsar Skate). But alas, this is a VSD project, so it's not quite what you're looking for.

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I think you shouls give them more shields in order to make the shield generators a primary target. 

 

That, or you could make the shields regenerate 1 per turn. So to shoot at a weapon, your team should make a consentrated fire run on the objective.

 

Without chance to evade, you can  blow piece of the ship with 1 attack from an x wing…

 

 

drylndsurf likes this

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[Facepalm!] I just reread the document and found the sentence where you say, "Each point on the ship (see Targets, below) has 2 Hull, 2 Shields and no Agility dice. The Bridge has 5 Hull and 3 Shields."

I wonder if the bridge should be harder to destroy. At least as many hull and shields as the Falcon. It's hard to know whether the other hardpoints need more hull/shields wihout some playtesting, but it looks good the way it is to me.

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I'm trying to think of the logistics of this.  Essentially you are building something that is 11 feet long, 7.5 feet wide, and 2 feet tall.  I don't see how you will be able to run a game flying over it as no one will be able to get their ships to the middle of the play area because they cannot physically reach.

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thanks for the comment, guys. we're still working out the logistics of it all at the moment. usually it would be a glorified play space, but occasionally, it will become scenario. as for reaching the centre of the table, given that the faces of the VSD's top will be angled slightly, that should help. we might need to drop the height of the table a little to compensate.  thanks for pointing that out.

Fighting the VSD wouldn't be without other Imperial ships flying too. The 24 TIEs, for instance. so making each hard point harder to kill means the odds remain stacked well in the Empire players favour for a lot longer.  There's no points cost associated with it yet either, but the VSD can put out a lot of firepower from the get-go.

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Well the hull and shields might be fine if each shield gen still standing gives like 4-5 shields, to each point which refills each turn by like 2-3 points.

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 Well, this is step one!  Put the angles in the wood.  It's going to be a big project, but it's coming along nicely at the start!

The first steps…

 

576580_10151487808566764_2145877888_n_zp

 

This represents the first third of the ship's wedge…

63992_10151487808461764_1500228193_n_zps

Edited by Cilionelle

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Daeglan said:

Wouldn't a victory class star destroyer be llike 15 to 19 feet long?

I don't know feet, but at 1/270 scale it'd be 3.33 meters (full length of Victory I is 900 meters)

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OMG. Okay, this has got my attention. I'd love to see that beast finished! I'll definitely stay tuned! Kudos to you for taking it on!

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I like the project a lot! It is fun to see others take on huge custom game boards like this. There was another star destroyer  of this magnitude in another thread somewhere- they used cardboard mostly. If you have not seen it and can't find the thread let me know and I'll dig it up.

I think a lot of players are thinking along the same lines as this- a battle over a star destroyer. But of course not on this scale! Would't the rebel fighters get shot down/up by the ship's weapons before they got close enough to all fly near the surface? Sure, some get close but in reality if it's 24 TiEs against whatever rebels you bring, the majority of the battle, if the star destroyer is 11 feet long, would take place within five feet of the game board.

Still, this is a cool project and I look forward to seeing updates, so please keep us informed with photos!

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Actually I think usually due to the tiny size of fighters, capital ship weapons have a hard time targetting them.  Of course once they do, it's not pretty  ; P   I'm also a member of Cilionelle's club, but I'll be leaving most of the heavy work to the master builders.  I'll just be cheerleading with a bunch of TIEs at the ready.

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Two fighters against a star destroyer?

You can always say the star destroyer was hit by an ion cannon from hoth and most of it's weapons disabled.

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Oh it's going to be a lot more then 2 fighters against it.  It'll probably require about 2 squadrons of rebel fighters.  We're also talking about possibly running some kind of day event to christen it's maiden battle.

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Wife: "You want to buy HOW MANY for of those doggone little ships?!"

Husband: "But honey, we already spent all that time and effort building the Star Destroyer board! You wouldn't want us to waste all that, would you?"

Araquay and drylndsurf like this

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I thought I would add our campaign rules to the mix too, just so y'all can see them and, if wanted, enjoy them with your own group…

Cheers!

 

---   ---   ---

Each player starts with 21 points. They can buy either an X-Wing, A-Wing or Y-Wing. You then play missions and collect extra points through killing Imperial craft and completing missions.There must be a minimum of 3 registered players to play a mission. 2+ using their selected fighters and one using the Imperials, who will always have at least equal points value of the Rebel players.

Bonus points are rewarded per following:

  • +1 pt Successfully completing mission objectives
  • +0.5 pt Destroying a TIE Fighter
  • +1 pt Destroying a TIE Advanced
  • +1 pt Destroying a TIE Interceptor
  • +2 pts Destroying a Freighter
  • +5 pts Destroying a Capital Ship

If your Fighter is destroyed during a mission, you roll an Attack Die. On a Critical result, your pilot is dead. You must start over. On a Hit result, your pilot is injuried. You lose 3 points off your total. You cannot go below 21 points. After 3 Injuries, your pilot is retired. On any other result, you survive and are recovered.

You can fly off any table edge during a mission unless otherwise stated. Doing so means you survive the battle.

Once a player gets 20 kills with their current pilot, he becomes an Ace. Ace pilots may choose one free, permenant Commendation card.

If you play a mission without a campaign GM there, simply forward the details on, so they can update the current roster.

---   ---   ---

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Cilionelle said:

I thought I would add our campaign rules to the mix too, just so y'all can see them and, if wanted, enjoy them with your own group…

Cheers!

 

---   ---   ---

Each player starts with 21 points. They can buy either an X-Wing, A-Wing or Y-Wing. You then play missions and collect extra points through killing Imperial craft and completing missions.There must be a minimum of 3 registered players to play a mission. 2+ using their selected fighters and one using the Imperials, who will always have at least equal points value of the Rebel players.

Bonus points are rewarded per following:

  • +1 pt Successfully completing mission objectives
  • +0.5 pt Destroying a TIE Fighter
  • +1 pt Destroying a TIE Advanced
  • +1 pt Destroying a TIE Interceptor
  • +2 pts Destroying a Freighter
  • +5 pts Destroying a Capital Ship

If your Fighter is destroyed during a mission, you roll an Attack Die. On a Critical result, your pilot is dead. You must start over. On a Hit result, your pilot is injuried. You lose 3 points off your total. You cannot go below 21 points. After 3 Injuries, your pilot is retired. On any other result, you survive and are recovered.

You can fly off any table edge during a mission unless otherwise stated. Doing so means you survive the battle.

Once a player gets 20 kills with their current pilot, he becomes an Ace. Ace pilots may choose one free, permenant Commendation card.

If you play a mission without a campaign GM there, simply forward the details on, so they can update the current roster.

---   ---   ---

 

 I like this.  Also, I commend your effort on the SD.  Please keep posting progress.  

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X-wings flee as the Y-wing makes its run…

887431_549081998470065_1004996454_o_zps3

 

The Y-wing takes out the bridge (not shown… not even built yet!) and begins a tactical retreat.  TIEs are in hot pursuit.  There are some stragglers on the Alliance side too.

 

892350_549081208470144_78668460_o_zps1a4

 

Y-wing close up.  Scale is clearly shown… that's the front 1.1 metres…

 

884580_549081378470127_1148063999_o_zps9

Edited by Cilionelle

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Some more pics… we did a bunch of work yesterday, getting the bridge diamond shape up.  The neck came this morning, with the rest of the 'layers' still to come.

Scale shots with just the wedge-shape…

480251_10200133032861191_407516538_n_zps

578685_10200133033261201_658690539_n_zps

And then the bridge superstructure…

 

386373_10200133828441080_2138118961_n_zp

544290_10200133827921067_1920982963_n_zp

 

And with the added Deflector Shield Domes (or are they sensor domes?) and "Beer Communications Tower"…

426456_10200133828161073_300169911_n_zps

 

This morning was added the bridge's neck.  I love it when a plan comes together!  And it's starting to look more like a Star Destroyer and less like a weird table!

892438_549765531735045_1396545944_o_zps1

891884_549765458401719_493103535_o_zpsf8

 

 

So there you have it.  We have a poll going on our campaign's Facebook group, as to the name of the ship… The options are below.  Let us know which of them you prefer.

  1. VSD Subjugator
  2. VSD Persecutor
  3. VSD Umbara's Pride
  4. VSD Strikefast

Cheers!

straetski likes this

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I vote for an SSD in 1:270 @ 70.3 meters long.  Please do this.  

Nice work.  Thanks for posting pics.  I absolutely love this.  More pictures!!!  Will this be illuminated?  

I challenge you to capital ship v capital ship.  I'll put my gunships on a rolling tool cart and maneuver around your VSD.  Rather, I would roll up to it by round 25 because it gets a movement of "1" then I would roll an empty cart away in round 26.

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