YT-2400 (again!?)

By evanger, in X-Wing

Here are my two cents, development-wise, for making a YT-2400.

I have analyzed all the ships through Wave 4 to come to these preliminary conclusions.

One design goal is to make sure the 2400 doesn't step on the 1300's toes (too much). I envision it being a lighter, cheaper, slightly faster, slightly more agile version of the 1300.

***

The Ship

This version of the ship features a fixed forward 180-degree primary firing arc. Why? To distinguish it from the 360-degree firing arc of the YT-1300. Not sure this makes much sense, fluff-wise, but it feels compelling, game-design-wise.

It is, of course, on a large base.

***

The Movement Dial

16 arrows total, one more green maneuver than YT-1300.

Green Maneuvers

S1, S2, S3, Bank 2 right, Bank 2 left

White Maneuvers

S4, Bank 1 right, Bank 1 left, Bank 3 right, Bank 3 left, Turn 1 right, Turn 1 left, Turn 2 right, Turn 2 left

Red Maneuvers

K3, K4

The maneuver dial subtly encourages speed by having the Bank 1 be a white maneuver while the Bank 2 is green. This is something like the Z-95 in the Bank (1W, 2G, 3W) and the A-Wing in the Turn (1W, 2G, 3W). Not that I think the YT-2400 is like a fast interceptor-style starfighter, but rather it is an interesting way to promote speed a bit (while at the same time distinguishing the 2400 dial from the 1300).

***

The Cards

Light Freighter Pilot (another way to say something like "Outer Rim Smuggler")

PS- 1

PW- 2

AG- 1

HU- 5

SH- 4

Evade, Focus, Target Lock (I like the notion of the first large ship with Evade)

Crew (just a single crew slot, again for 1300 distinctiveness)

23 points

(Unique Name #1) (some named pilot)

PS- 4

PW- 3

AG- 1

HU- 5

SH- 4

Evade, Focus, Target Lock

Special Pilot Ability (of some kind)

Crew, Missile, Elite Pilot Talent

29 points

(Unique Name #2) (some named pilot)

PS- 6

PW- 3

AG- 1

HU- 5

SH- 4

Evade, Focus, Target Lock

Special Pilot Ability (of some kind)

Crew, Missile, Elite Pilot Talent

31 points

Dash Rendar

PS- 8

PW- 3

AG- 1

HU- 5

SH- 4

Evade, Focus, Target Lock

Special Pilot Ability (of some kind)

Crew, Missile, Elite Pilot Talent

33 points

The points are guesswork, of course, based on an analysis of Firespray-31 and the YT-1300. Mostly I tried to see what the non-pilot skill stats added up to in terms of points, then shoe-horned these vessels into a similar structure (weighted downward a bit on the intentionally lower attributes and the non-360-degree turret idea).

***

Issues

I haven't yet playtested these ships, so I don't know how they'd "feel". This is more of a first stab at the design.

The other two named pilots might be an issue. I don't know of anyone other than Dash Rendar (but I haven't done a ton of searching yet).

There are only so many things one can do to try to differentiate this stock light freighter from that stock light freighter. I suspect the 2400 would be faster than the 1300, but to give it a 5 straight on the maneuver dial seemed over the line. Thus the notion of changing up which maneuvers were green vs white. The 1300 has 4 green, 10 white and 2 red. The 2400 above has 5 green, 9 white, and 2 red; the same number of green maneuvers as the TIE Bomber.

There would naturally need to be a Leebo crew card, and an Outrider title card.

I'd totally go for a "Fringe" themed wave of ships, mixing in the 2400, and a couple of the Bounty Hunter craft. No idea what the other Rebel faction ship would be.

You can add title outrider so it can boost (Also the millennium falcon title gave evade)

Also the yt-2400 was a mercenary ship conveniently designed to be a freighter. In other words it was well armed as a stock ship.

I'd leave it as 2 crew.

I'd give it the bomb upgrade for it's ordnance slot

I'd give it 2x missile slot

Stock could be 3 red

The green die could go up to 2 for the more modified versions.

Make it faster and more maneuverable then the falcon but less shields/hull and slightly cheaper

It really should have a turret upgrade slot at the very least.