Scimitar

By Hiredgun4, in X-Wing

Tiescim.jpg

THIS is a Scimitar ... and it would be quite fitting...

A Bomber with multible bomb slots, shielding and Crew upgrade slot anybody? ;)

That would actually be pretty cool: give it 2-2-4-1 stats, 2x Missile 2x Bomb or something to the like.

I'd say 2-2-4-3 (like Y-Wing; one hull goes to defence), 2 Bomb slots, 1 torp slot, 1 missile slot, 1 crew slot

Not bad, stat-wise...

I think I'd look at the Y-wing as a near equivalent, or somewhere between the Y and the TIE Bomber, with roughly the same average stats and number of upgrade options. For example, if it had better Agility than the Y-wing (+1), I'd downgrade something else. Don't think I'd give it more "Life" than the Bomber, with 2 Agility and 6 Hull, so maybe Agility 2, 4 Hull and 2 Shields.

Per Wookieepedia:

1. The Scimitar is faster than The TIE Bomber- but we don't know by how much or how that would equate to the game.

2. There is nothing to indicate the maneuverability or Agility of the ship but it is probably no worse than the TIE Bomber but less than a TIE Fighter, so Agility '2'.

3. The Scimitar is longer than the TIE Bomber but not wider, so a probable Hull value of between '3' (average) and '6', so we'll say '4' or '5'.

4. The Scimitar has Shields as standard, while the TIE Bomber does not. But, there is nothing to indicate that they are particularly strong, so I'd go with 1 Shield factor of '1' or '2'.

5. The Scimitar has has 2 crew (pilot & bombardier), not sure I'd give it a Crew slot but I wouldn't argue against it, either. All the other ships with Crew slots have 4 or more seats. So, maybe 'Yes', maybe 'No' on the Crew slot.

6. The Scimitar has 16 ordnance launchers with two "weapons" each, for 32 total warheads (Bombs/Torps/Missiles), which is more than the TIE Bomber, which averages 16 (?+8+8) or when upgraded, 28 (?+12+16). So, 2 Bombs, 1 Torpedo and 1 Missile slot is not unreasonable.

7. TIE Bomber has TL, Focus and BR actions available. ​This does not seem unreasonable for the Scimitar but you could make an argument for adding Evade, as it is a newer, more streamlined, more survivable ship.

8. Maneuver dial should probably look pretty similar to the TIE Bomber or maybe the TIE Advanced, as this is an "advanced" bomber.

Just food for thought.

Chris

It carries alot less than a TIE Bomber. As standard TIE Bombers carry 20 proton bombs and 20 free falling thermal detonators, and 10-20 orbital mines, plus 5-10 proton, or Concussion Missiles, or 2-5 Proton Rockets.

TIE Interdictors carry 80 proton bombs and 80 free falling thermal detonators and 40-80 orbital mines pluse 20-40 prton torpedoes or concussion missiles or 8-20 Proton Rockets.

The Scimitar cant carry proton torpedoes, proton rockets, nor proton bombs. The only proton weapon it can carry is proton grenades.

Tiescim.jpg

THIS is a Scimitar ... and it would be quite fitting...

A Bomber with multible bomb slots, shielding and Crew upgrade slot anybody? ;)

That would actually be pretty cool: give it 2-2-4-1 stats, 2x Missile 2x Bomb or something to the like.

I'd say 2-2-4-3 (like Y-Wing; one hull goes to defence), 2 Bomb slots, 1 torp slot, 1 missile slot, 1 crew slot

Not bad, stat-wise...

I think I'd look at the Y-wing as a near equivalent, or somewhere between the Y and the TIE Bomber, with roughly the same average stats and number of upgrade options. For example, if it had better Agility than the Y-wing (+1), I'd downgrade something else. Don't think I'd give it more "Life" than the Bomber, with 2 Agility and 6 Hull, so maybe Agility 2, 4 Hull and 2 Shields.

Per Wookieepedia:

1. The Scimitar is faster than The TIE Bomber- but we don't know by how much or how that would equate to the game.

2. There is nothing to indicate the maneuverability or Agility of the ship but it is probably no worse than the TIE Bomber but less than a TIE Fighter, so Agility '2'.

3. The Scimitar is longer than the TIE Bomber but not wider, so a probable Hull value of between '3' (average) and '6', so we'll say '4' or '5'.

4. The Scimitar has Shields as standard, while the TIE Bomber does not. But, there is nothing to indicate that they are particularly strong, so I'd go with 1 Shield factor of '1' or '2'.

5. The Scimitar has has 2 crew (pilot & bombardier), not sure I'd give it a Crew slot but I wouldn't argue against it, either. All the other ships with Crew slots have 4 or more seats. So, maybe 'Yes', maybe 'No' on the Crew slot.

6. The Scimitar has 16 ordnance launchers with two "weapons" each, for 32 total warheads (Bombs/Torps/Missiles), which is more than the TIE Bomber, which averages 16 (?+8+8) or when upgraded, 28 (?+12+16). So, 2 Bombs, 1 Torpedo and 1 Missile slot is not unreasonable.

7. TIE Bomber has TL, Focus and BR actions available. ​This does not seem unreasonable for the Scimitar but you could make an argument for adding Evade, as it is a newer, more streamlined, more survivable ship.

8. Maneuver dial should probably look pretty similar to the TIE Bomber or maybe the TIE Advanced, as this is an "advanced" bomber.

Just food for thought.

Chris

It carries alot less than a TIE Bomber. As standard TIE Bombers carry 20 proton bombs and 20 free falling thermal detonators, and 10-20 orbital mines, plus 5-10 proton, or Concussion Missiles, or 2-5 Proton Rockets.

TIE Interdictors carry 80 proton bombs and 80 free falling thermal detonators and 40-80 orbital mines pluse 20-40 prton torpedoes or concussion missiles or 8-20 Proton Rockets.

The Scimitar cant carry proton torpedoes, proton rockets, nor proton bombs. The only proton weapon it can carry is proton grenades.

And the TIE Defender didn't carry heavy laser cannons. Fact. But it can equip them in X-wing.

I've always loved the design of the Scimitar Assault Bomber, but it's been years since I read anything on them.

If memory serves correctly, didn't they have a RamJet type thing with their engines to speed through the final stages of their bombing runs?

If so, seems like it would be a prime candidate for boost, which could be cool.

I'm just wanting a ship like his for the game....

Rogue Shadow maybe? Same role.

And the TIE Defender didn't carry heavy laser cannons. Fact. But it can equip them in X-wing.

Actully the facts show that the SFS L-s9.3 laser cannons are at the absolute least Heavy Laser cannons if not assault laser cannons or even maybe light turbo laser cannons based on what they have been shown to do to cap ship armor.

Edited by Black Knight Leader

I'm just wanting a ship like his for the game....

Rogue Shadow maybe? Same role.

Except maybe fire power the Rogue Shadow is way better. I wouldnt be surprised if the work done with mauls ship were refined and improved and then used for the Rogue Shadow, after all SFS made both ships. And you know SFS motto, "Building Better Worlds"

Wait...@_@

Edited by Black Knight Leader

FFG decided to give the TIE Bomber a single bomb slot only.

The remaining space is blocked by 2 torp launchers and 2 missile launchers.

thats '5' in total.

FFG could decide to give the Scimitar Assault Bomber a configuration for 2 bombs and 2 warhead launchers.

Thats a '4' in total. So thats less then a TIE Bomber.

And of course it gets a crew slot.

And of course it gets 2-3 shielding ^^

Idea Title/Modification (Scimitar only):

Free boost action right before or after a bomb is dropped, before revealing the dial.

It carries alot less than a TIE Bomber. As standard TIE Bombers carry 20 proton bombs and 20 free falling thermal detonators, and 10-20 orbital mines, plus 5-10 proton, or Concussion Missiles, or 2-5 Proton Rockets.

TIE Interdictors carry 80 proton bombs and 80 free falling thermal detonators and 40-80 orbital mines pluse 20-40 prton torpedoes or concussion missiles or 8-20 Proton Rockets.

The Scimitar cant carry proton torpedoes, proton rockets, nor proton bombs. The only proton weapon it can carry is proton grenades.

BKL,

I stand corrected.

However, the load-outs listed for TIE Bomber (and the oh-so-ugly TIE Interdictor), as far as "bombs" are concerned are ridiculously high or the listed warheads are much smaller than we tend to think of them. Per the listed size of the TIE Bomber, the Bombing chute is only about 1 meter long (if that That makes me think that the Proton Bomb and Seismic Charge are only about the size of an (American) Football, so not that much bigger than a thermal detonator. Since the XWM Game assumes multiple disposable ordnance per Torpedo/Missile/Bomb factor, then there is no reason NOT to give the Scimitar the full range of "Bombs" available per FFG. OK, I messed up on the Proton Torpedoes, so strike those off, but then make up for it with the Crew slot or an additional Bomb or Missile. As much as I hate to say it, playability and "balance" do come into ship design. Also, pretty much all numbers, figures and stats coming from the various SW video games have to be taken with a grain of salt and generally down-graded when converting designs to XWM.

Chris

FFG decided to give the TIE Bomber a single bomb slot only.

The remaining space is blocked by 2 torp launchers and 2 missile launchers.

thats '5' in total.

FFG could decide to give the Scimitar Assault Bomber a configuration for 2 bombs and 2 warhead launchers.

Thats a '4' in total. So thats less then a TIE Bomber.

And of course it gets a crew slot.

And of course it gets 2-3 shielding ^^

Idea Title/Modification (Scimitar only):

Free boost action right before or after a bomb is dropped, before revealing the dial.

Scimitar get the ability to keep its bombs if the bomb icon actully touches an enemy. This effect represents the Scimitar hiting its target with deadeye feets while missing represents the Scimitar droping its whole load in hopes of getting a glancing hit.

It carries alot less than a TIE Bomber. As standard TIE Bombers carry 20 proton bombs and 20 free falling thermal detonators, and 10-20 orbital mines, plus 5-10 proton, or Concussion Missiles, or 2-5 Proton Rockets.

TIE Interdictors carry 80 proton bombs and 80 free falling thermal detonators and 40-80 orbital mines pluse 20-40 prton torpedoes or concussion missiles or 8-20 Proton Rockets.

The Scimitar cant carry proton torpedoes, proton rockets, nor proton bombs. The only proton weapon it can carry is proton grenades.

BKL,

I stand corrected.

However, the load-outs listed for TIE Bomber (and the oh-so-ugly TIE Interdictor), as far as "bombs" are concerned are ridiculously high or the listed warheads are much smaller than we tend to think of them. Per the listed size of the TIE Bomber, the Bombing chute is only about 1 meter long (if that That makes me think that the Proton Bomb and Seismic Charge are only about the size of an (American) Football, so not that much bigger than a thermal detonator. Since the XWM Game assumes multiple disposable ordnance per Torpedo/Missile/Bomb factor, then there is no reason NOT to give the Scimitar the full range of "Bombs" available per FFG. OK, I messed up on the Proton Torpedoes, so strike those off, but then make up for it with the Crew slot or an additional Bomb or Missile. As much as I hate to say it, playability and "balance" do come into ship design. Also, pretty much all numbers, figures and stats coming from the various SW video games have to be taken with a grain of salt and generally down-graded when converting designs to XWM.

Chris

I got the numbers pretty much from SW complete vehicles. You would be surprised just how small the missiles are in SW. If you dont have a crosssection book check out ESB or ROTJ when Luke is holding on too the torpedo port. Its irionic because most crossover battles like with ST, 40K, Robotech or Macross ect vs Death Star 1 would fail to destroy it via trench run because everyones missiles are to frigin big to even go down the exhust port.

Even more interesting is that it shows missiles are not one in the same. Concusion missiles from an A-Wing are about the size of a paper towel roll core, the Falcon has Concussions missiles shaped like the alien ship from flight of the navigator, while the TIE Bomber has them looking almost like a AIM-54. Proton torpedoes have been consistant except for Jangos which I wouldnt be surprized if it turned out to be a Proton Rocket.

Canon wise a TIE Bomber / TIE B A / Interdictor never carried the charges they are too big.

As far as the Interdictor goes it probably wasnt popular because if it got destroyed so much fire power would be lost it is not funny. Really Vader would be so angry he would kill everyone involved with that one bomber, even that one ground crew guy that only had one maintance job involving the Interdictor, that job being window washer...

Despite that their is something awesome about having the ability to quad-link proton bombs. I think it could probably kill all life on a small moon by itself.

Lastly if TIE Bomber carried way less in SW TIE Fighter it might have to do with the cap ship they came from. If its not a Victory class SD it probably didnt have a big stock pile.

Tiescim.jpg THIS is a Scimitar ... and it would be quite fitting...A Bomber with multible bomb slots, shielding and Crew upgrade slot anybody? ;)

Oh yes please.

I'll take 4.

200px-Scimitar_views.jpg

I think the OP had this in mind. It is a Heavily modified Star Courier. It comes in at 26.5 meters.

250px-Sithinfiltrator-NEGVV.jpg

200px-Scimitar_views.jpg

I think the OP had this in mind. It is a Heavily modified Star Courier. It comes in at 26.5 meters.

250px-Sithinfiltrator-NEGVV.jpg

THat's exactly what I'm talking about.

Reading through there are many comments about a ship being from the wrong era, the Galaxy in Star Wars is a vast universe there are numerous times when a ship will be used long after its initial release and continued to be used by people long after it would seem it has seen its prime. From the EU there is the example of Thrawn using a fleet that disappeared long before the clone wars began to attack the New Republic years after RTOJ, just cause you don't see a ship in current use during the movies doesn't mean the ship wasn't in use by some part of the rebellion or empire in some part of the galaxy, I say make all possible ships and keep them coming!


Reading through there are many comments about a ship being from the wrong era, the Galaxy in Star Wars is a vast universe there are numerous times when a ship will be used long after its initial release and continued to be used by people long after it would seem it has seen its prime. From the EU there is the example of Thrawn using a fleet that disappeared long before the clone wars began to attack the New Republic years after RTOJ, just cause you don't see a ship in current use during the movies doesn't mean the ship wasn't in use by some part of the rebellion or empire in some part of the galaxy, I say make all possible ships and keep them coming!

Exactly. One in perticular that keeps popping up is the Z-95. While yes it was created (fluff) before the Original Trilogy the first mention of them was in EU novels that took place after the Original Trilogy. News flash most of the ships in this game were per fluff designed and created before the Original Trilogy. I love how seismic charges and a common Corellian variant, that exsisted in RPG sourcebooks decades before the Prequels, are viewed as Prequel material in this game....cause we all know that since they were in those movies that's where it had to come from. I played a TIE Bomber Pilot in the old Star Wars RPG by Westend Games....back in the late 80s early 90s......I used seismic charges....does that mean this game has my material in it NO! This game is Civil War era and later per EU. I love seeing everything people post trying so hard to pull the Prequels into this game. Just like the Outmaneuver card's art...it shows a ship that looks just like a Prequel capital ship. Cause we all know those ships just vanished like a fart in the wind at the end of the Prequels.

If all the Prequel hopefuls expect to see anything from that era it will be in a completely new game....but I strongly suggest not holding your breathe cause I doubt even that will happen.

Reading through there are many comments about a ship being from the wrong era, the Galaxy in Star Wars is a vast universe there are numerous times when a ship will be used long after its initial release and continued to be used by people long after it would seem it has seen its prime. From the EU there is the example of Thrawn using a fleet that disappeared long before the clone wars began to attack the New Republic years after RTOJ, just cause you don't see a ship in current use during the movies doesn't mean the ship wasn't in use by some part of the rebellion or empire in some part of the galaxy, I say make all possible ships and keep them coming!

The bigger issue is that, while the ships may still be in use, the pilots are long dead. This isn't something that FFG seems too concerned about: having Porkins and Biggs on the table with Dagger Squadron B-Wings against TIE Defenders is just as impossible from a canon standpoint.

Tiescim.jpg

THIS is a Scimitar ... and it would be quite fitting...

A Bomber with multible bomb slots, shielding and Crew upgrade slot anybody? ;)

no

i would prefer a bomber with unlimited shots, look at this things payload!!!!!

or at the very least it fires 2 missiles or torpedoes whenever it shoots

or at the very least it fires 2 missiles or torpedoes whenever it shoots

This would be mere the job of the Tie Oppressor - which was the only 'fighter' craft (yeah its classified as a light bomber w/o any bombing capacity - so i guess its a light topedo bomber) with 3 warhead launchers instead of 2.

So maybe this is worth an extra dice when firing warheads - or even a Han-like reroll ... or you don't spend it if you hit.... there are some more possibilities...

Fireing 2 missiles or torps at one (at the same target) seems pretty broken to me ... just imagine you had 4 cluster salvos, which would prpbably be an instant kill against most of the ships available.

001_zps832e236e.jpg

The size of this model appears to be about right. The Revell easy kit.

001_zps832e236e.jpg

The size of this model appears to be about right. The Revell easy kit.

The Revell site has it scaled at 1/257. Perfect size for this game.

Ok. Now onto stats: it was a modified Star Courier. It had shields, and the Scimitar could cloak (and had the stygium-based cloak like the Phantom). It was armed with concealable solar ionization cannons. Thus I am thinking something like this:

Sith Acolyte (PS 4): 2-1-4-4 (F/E)(Crew/System Upgrade/Cannon)

Valin Draco (PS 6/7): 2-1-4-6 (F/E)(EPT/Crew/System Upgrade/Cannon/Cannon)

At the start of the activation phase, choose one enemy ship at range 1–3 and state aloud which maneuver you believe it will make. If you are right, gain one attack and one Evade until the end of the round.

Scimitar: Star Courier only Title: your upgrade bar gains the cloak action.

Solar Ionization Cannons: Star Courier Only: You may suffer one stress token to make your next attack deal standard & ion damage

Solar ionization weapons bypassed shields. I think that would be a much better weapon upgrade: 2 dice that go straight to hull.

Ok. How about this:

Solar Ionization Cannons: Star Courier Only: (Attack 2; R 1–3) All crits bypass shields. Immediately flip the card facedown without resolving its text. You may spend one Focus Token (or gain one Stress instead??) to make all damage bypass shields.

001_zps832e236e.jpg

The size of this model appears to be about right. The Revell easy kit.

I searched the Revell site,couldnt find it...