rules for revell star destoyer?

By Eyeless1, in X-Wing

Ok, so I finally convinced the wife to let me get revell's republic star destroyer. And now Im wondering on what rules to give it. So i decided to start a thread where we could share ideas for this awesome model. I like the idea of energy that the transport uses and would love to incorporate that...

Also, if you dont have one, you should totally get one. I think its the best looking and greatest non-FFG model that could be used for the game!

No pics??

Preferably with something to see how big it is

I made one up a while ago and would also like to think about stats. I was going to call it a Vanguard class Star Corvette.

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And with mood lighting...

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Edited by DB Draft

Eyeless 1: I am jealous

DB Draft: AWESOME!!! I want one

I modified a Hasbro Star Destroyer to a mini-Vigil class:

20130814_170842_zps5cdcf749.jpg

I have not used it yet because I have not come up with a base idea I like yet. I was planning on separate cards for the components of the ship i.e The Redeemer scenario. But I may re-think that once the capital rules are out.

DB where did you get the turret pieces? And how did you do the lights, i would love to do the same.

One thing my group has been throwing around has been to break up the fire arcs on the flight base for large ships (we were working on ISD rules but you could apply it to the Venator).

Break up the firing arcs on the base by the following image (sorry for the stock internet image) and just use the outside squares. Each of those would be a separate firing arc for a separate primary weapon. You do get odd rectangle "firing corridors" instead of arcs but it kind of nicely shows the limited traverse of broadside guns (the corners get a full 90 degrees of arc). We were working with a base size of about 2 feet which means at most you could bring 3 "corridors" to bear on a CR90 or hit a small base with 2 if you managed to get a small base right on the line. It makes maneuvering pretty important for both players since more than likely you wouldn't ever get more than one arc on a fighter unless you move correctly but you do get a tremendous amount of all around firepower and the ability to shoot at 10 different targets if you want to (rare but it could happen and because you can't bring all the guns to bear on one ship at a time it doesn't break the game and you won;t be forced to make the ship cost 10 times the CR90).

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Just try it for your Venator and tweak the arcs as necessary. Maybe reduce the rear corridor to one section since the engines would probably force a lack of guns to the rear. Fluffy rule for the rear, if after the activation phase a ship ends a move within range one of the engine section, that ship takes 1 damage for being in the engine wash.

ISD's this size would work in the game.

Where are the rules you have spoken about? I don't see them

Ok. So I got my star destroyer and put it together. So here is a pic of what I think Im going to do with it. I dont have any photo editing stuff so I just used Paint, so sorry about the bad quality. If you have recommendations on how I could do any of this better/differently just let me know. The idea I have is to have the base be the outline of the model its self then use a GW flight stand to get it up high enough for other things to hang out underneath.

Not sure how to post pics so here...

http://s1175.photobucket.com/user/tysony2/media/repDS_zps0e21b88e.jpg.html?filters[user]=139859568&filters[recent]=1&sort=1&o=0

For the sake of not having to many lines in the pic I just kept it to one side as the thing is symmetrical. Purple lines go to text. Everything else is a firing arc.

Firstly, Im thinking running this as a Venator SD cause thats exactly what it is. I know they were phased out after the clone wars, but surely the imperial navy has a few of them right?

Also, this may be kinda premature until the Tantive 4 comes out, cause I would like to use energy and other stuff....not sure how that really works right now...but this can all be revised later...input is very much welcome.

Im think this for the stats on the hard points

Light Turbo Lasers

Attack-(always counts as secondary weapon) Up to range 3

3

Def(Armor)

1

Hull

2 (maybe 3?)

Shield

2

Med Turbo Laser-up to range 5?

3/1/3/2

Hvy Turbo Laser-up to range 5

4*/1/4/3

*2 vs small ships, always deals Crits to small ships

Tractor Beam

0/1/5/5

I have no idea what to do with this rules wise...

Engines

0/1/6/4

Normal movement is just 1 straight or 1 bank, measured from the nose and it just moves the length of the template.

If you destroy them it cant move.

Flight Control Bridge-Left side

0/1/4/7

So Im thinking if this is destroyed then any fighters entering of leaving the flight deck have to roll 3 red dice and suffer any damage. It is Flight Control's job to make sure fighters dont hit each other or anything else and with it gone then that would cause problems...

Command Bridge-Right Side

0/1/4/7

The command bridge...kinda want to give it crew member slots...not sure what else to do here....

Flight Deck Bay Doors

0/1/6/8

As an action you can open the bay doors and let fighters leave/enter.

But, while the doors are open, if they are shot at and damage is dealt past the sheilds then each other hard point rolls a red dice and suffers damge. Fluff wise the doors were a big weakness and is why they werent used on any other SDs.

While Fighters are inside they can either Repair 1 hull point for 1 energy

or re-arm any expended ordinance that it already had for 2 energy

Something like that.....

Sheild Generators-So I got the "Incredible Cross Sections" book which had this and it said that the Shield Gens. were internal and located about halfway down the ship, so right where I put them in the pic.

0/1/7/6

The right one controls the sheilds for the right half of the ship and the left generator the left side. So you can blow them up and "lose the bridge deflector sheilds"

Gives ability to recharge shields at the cost of energy.

73 Hull Points Total

71 Shields

(may need to check math...)

To much? To little? How many points?

Let me know what you guys think.

Edited by Eyeless1

As far as Tractor Beams go, I would use it to move the ship closer to the star destroyer. Roll 3 attack dice. For 1 hit use the 1 straight move template. For 2 hits use the 2 straight. For 3 hits use the 3 straight. Use the closest available edge. This attack can target friendly ships.

From there have a crew card that allows other template usage could be fun. And it lets the person with the tractor beam play fun games.

Beyond that there is a canonical scene in the Rogue Squadron books where 12 proton torpedos one shotted a star destroyer. That gives it, at most 48 hull and shields.

Breaking it into two-three sections(One of which is a heavily shielded, low hull, bridge section) would accommodate for some of that. Energy appears to be what is used to fire hard points. A Star Destroyer should have around 12 hardpoints and be able to fire half of those a turn. Less if using more powerful weapons.

But I'm of the opinion Star Destroyers are just not as amazingly OP as people seem to think. Big, intimidating, and with a lot of high power low accuracy firepower meant to wipe out capitol ships and clear away space debris, but with major issues against fighters. They used fighters to deal with fighters for a reason.(In essence they were heavily armed Aircraft carriers.)

Edited by Aminar

As far as Tractor Beams go, I would use it to move the ship closer to the star destroyer. Roll 3 attack dice. For 1 hit use the 1 straight move template. For 2 hits use the 2 straight. For 3 hits use the 3 straight. Use the closest available edge. This attack can target friendly ships.

From there have a crew card that allows other template usage could be fun. And it lets the person with the tractor beam play fun games.

i like that

As far as Tractor Beams go, I would use it to move the ship closer to the star destroyer. Roll 3 attack dice. For 1 hit use the 1 straight move template. For 2 hits use the 2 straight. For 3 hits use the 3 straight. Use the closest available edge. This attack can target friendly ships.

From there have a crew card that allows other template usage could be fun. And it lets the person with the tractor beam play fun games.

i like that