CR90 Imperial version or proxy miniature

By gabe69velasquez, in X-Wing

I think it would be easier to playtest with a toned down version as suggested. Then see how it performs or underperforms.

Possibly allowing the missile battery to be effective at longer ranges is something to consider, but I don't see these needing energy to use as they carry their own power system and are not an energy weapon.

After seeing the Scales, I would say:

(Fore) (Aft)

(5) Turret 6

0 0

6 6

6 4

1 Crew 1 Crew

1 Team 2 Hardpoints

2 Hardpoints 1 Module

--

Have 2 primary weapons (one of fore, one on aft) but i'm not sure how you would show 2 primary weapons.

Anyways, I think having this scaled down version would be easier to start trying out with play testing. Your still getting 2 primary attacks and 4 secondary attacks, so I feel like that should be plenty of dakka. Like having nearly 2 CR90's

Edited by Corellian Corvette

Sure I can do some play testing and help out. I do not have the FFG T-IV yet, but I do have the Kenner Blockade Runner and two of the new Transports.

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From what I can tell this classic model is very close to the new FFG X-Wing version.

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I am getting my FFG T-IV next month, after I get the new wave four ships here in about two weeks. So knowing this, how would you like me to proceed with the play testing of your modifications?

:)

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So as I said before, a GR75 Dial with +2 energy for each maneuver.

Potentially,

First round

Gain Energy: ............. 1 Straight + Eng.Team = 6 energy.

Allocate Energy: ......... 2x Turbolaser, 2 Quad lasers.

Attacks possible: ........ 7

Second round

Gain Energy: ............. 1 Straight + Eng.Team = 6 energy.

Allocate Energy: ......... 2x Turbolaser, 2 Quad lasers.

Attacks possible: ........ 11

.........

Edited by gabe69velasquez

Sure I can do some play testing and help out...

I am getting my FFG T-IV next month, after I get the new wave four ships here in about two weeks. So knowing this, how would you like me to proceed with the play testing of your modifications?

:)

Edited by gabe69velasquez

I'm considering making other weapon cards anyway.

• Quad Turbolaser ............. ?

• Dual Turbolaser ............... ?

• Single Turbolaser ...............

• Quad Laser Cannon ...........

• Dual Laser Cannon ........... ?

• Single Laser Cannon ......... ?

Still going to work on these but the image is mainly cosmetic changes for now.

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After noticing this now complete set of Star Wars

characters...

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...I was inspired to create this:

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A versatile starship, the CR90 was used extensively across the galaxy by governments and private interests. The interior of the CR90 featured a modular design to allow for easy reconfiguration of the Corellian corvette from one function to another.[1] Some older model corvettes, like the CR70, could easily be upgraded with retrofit packages like the Vanguard c20 to become CR90s.

Common configurations included a troop carrier, light escort vessel, cargo transport, or passenger liner. Its ease of modification was a trademark of CEC and increased the corvette's resale value. One of the rarer variants could carry starfighters, such as the Night Caller and Constrictor.

Edited by gabe69velasquez

Still play-testing the DP20

but thought I'd finish this in the mean time.

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Edited by gabe69velasquez

Regarding Speed vs Energy-

The FFG Huge ship Maneuver dial indicates ship SPEED (and maneuver) and ENERGY points gained this turn. The SPEED and ENERGY are inversely related. That is... the FASTER you go, the LESS residual energy you have and thus, the fewer ENERGY points you gain.

Essentially, a ships reactor creates energy. This energy is used to power the ships' various systems, everything from lights and life support to weapons and shields, not to mention the ship's engines for propulsion and maneuver. Obviously, the amount of energy produced is finite, so energy spent on one thing (like propulsion) is not available for other things (like weapons and shields). FFG simplifies this by correlating SPEED and ENERGY on the ship's maneuver dial.

My point here, for any budding ship designers out there, is that SPEED and ENERGY are related but the Energy Points gained are representative of the residual energy left over after all other uses .

So... If CR-90 and DP-20 have same reactor output ( I don't know if they are but go with me here, please... ) and the DP-20 is 25% faster (based on Wookieepedia stats), this could be because the DP-20 is less massive and thus the ship's engines (and energy they use) are able to push the ship faster. If all energy consumption on both ships is the same, this would leave the same amount of residual energy available for both ships. Thus DP-20 would have 1 more SPEED point per ENERGY point generated.

Or... you could have the SPEEDs the same and give the DP-20 an extra ENERGY point generated per turn.

You could go the simple route by giving the DP-20 the same maneuver dial as the CR-90, assume the differences in the Wookieepedia stats are a fully kitted-out DP-20 vs the standard CR-20 (differences can be made up by use of CREW/TEAM cards) as the DP is produced in smaller numbers and more likely to be customized, justifying use of those upgrade cards. I would then give the DP-20 the ability to STORE more ENERGY than the CR-90 so that you can save up those Energy tokens for when you really need them but also keep the ship's weapon/shield stats within reason. In other words, the DP-20 would have one hell of an alpha-strike but would not be able to sustain that volume of fire (without sacrificing speed or defense) for very long, which is what I would expect from a ship smaller than but more heavily armed than the CR-90.

Just tossing out some ideas.

Edited by Chris Maes

Regarding Speed vs Energy-

The FFG Huge ship Maneuver dial indicates ship SPEED (and maneuver) and ENERGY points gained this turn.

...

My point here, for any budding ship designers out there, is that SPEED and ENERGY are related but the Energy Points gained are representative of the residual energy left over after all other uses .

So... If CR-90 and DP-20 have same reactor output ( I don't know if they are but go with me here, please... ) and the DP-20 is 25% faster (based on Wookieepedia stats), this could be because the DP-20 is less massive and thus the ship's engines (and energy they use) are able to push the ship faster.

...

Or... you could have the SPEEDs the same and give the DP-20 an extra ENERGY point generated per turn.

...

Just tossing out some ideas.

Your reasoning is sound...

These stats are from Wookieepedia,

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and the DP20 is both faster and has more energy output.

That's why I went with +2 Energy and the GR75 Dial.

If their MGLT power output had been the same,

then using your reasoning I still could have gone with +1 energy

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Edited by gabe69velasquez

The following set of images were created by Mel Miniatures aka Sans_fi.

I messaged him at BGG and he was good my posting them here.

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Edited by gabe69velasquez

And here are my DP20 cards for your design

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Looks very good!!

I haven't looked too closely at what you are trying to design, but looking at the firing arcs you are going to have a heck of a time targeting much of anything with that huge ship.

I haven't looked too closely at what you are trying to design, but looking at the firing arcs you are going to have a heck of a time targeting much of anything with that huge ship.

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These are the firing arcs I entended,

Sans_fi must not have read to the end.

Edited by gabe69velasquez

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I'm going to try to find the time to play test this version this week.

I meant to get the crippled side done some time today but got distracted.

We have played four games with the CR90 so I feel good about getting it right.

I was going to try as crew

Tactician

Mara Jade

Rebel Captive

But I thought that was too specialized for a trial run.

So I'm going to go with

Darth Vader

Tactician

Fleet Officer

Also not going to go with double concussion missiles,

probably Cluster in the front and Ion Pulse in the back.

If we do see a large ship, if you put cannons on it like with the cr....and put vader....can you imagine the destructive power. I'll take 8 shots kill my own ship and destroy 4 of yours

Vader and Recover'll be a monster of a ship. Load it up with Turbolasers, sit at range 5 and crit people while freely using Recover to replace the damage you take from it.

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Finally remembered to finish up the crippled sides.

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Edited by gabe69velasquez

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No range 4 or 5 missiles yet, but I can hope.

Edited by gabe69velasquez

Pretty graphic. :)

I have nothing really to add to the thread other than those Corellian Gunship models look awesome, great job all around! Those were the bane of my TIE wings in the old star wars Rebellion PC game and later in Empire at War. I would end up having to ignore other ships and go for them first so my TIE's wouldn't get slaughtered.

Fore Section Upgrades

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Edited by gabe69velasquez

Aft Section Upgrades

fIHMdzM.png m8n1tpb.png sDfb3Ib.png gh9gRFV.png gh9gRFV.png CAijmVN.png CAijmVN.png XNkL26p.png

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Edited by gabe69velasquez

Interesting Paint Job 22dp20a_img_8011.jpg

And I thought I understood the look of this ship and then I find this.

Not blocky at all, but armored.

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That's much sexier.