XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

Heavy Rocket: Attack: Deploy a Heavy Rocket token using the 1 straight template from your front guides. Each round it does a boost action (or any 1 speed forward manoeuvre) during your Check Pilot Stress step. When it overlaps a ship or a ship or its movement template overlaps it, roll four red dice, applying any damage. You may modify these dice as if they were an attack from a [missile] weapon, including spending target locks, focus tokens, using guidance chips, etc.

5 points sounds about right. THe token would be shaped like a manoeuvre bomb but with guides at both ends.

Interesting to just shoot off in the first round, hilarious if you can get close enough to just land it straight on them.

Edited by thespaceinvader

Not exactly the Imperial Firespray fix people were looking for.

Either Gunboat Only, or any nontie. Imperial nontie is bending over backward to deny the effect to scum and rebels.

That's the idea.

This is the Galactic Empire we are talking about, not some "rebel scum". (only the Empire has the resources to reinforce any battle anywhere)

I dont see that being a title card. I see the Hyperspace card being a modification, along the lines of: "Advanced Nav Computer".

And I still dont like the Torp slot on the ship, I know its supposed to be for Extra Munitions, but I honestly think the title should cover that,- giving a munition token to all ordnance. So players wont put a torp on it- which it shouldnt have.

From the Wookieepedia:

"The standard payload was forty concussion missiles, eight per launcher, though depending upon the mission the Gunboat could alternatively carry twelve proton torpedoes, eight heavy rockets, or four heavy space bombs. Some gunboats also carried Ion torpedoes."

Ugh, the Wiki's still wrong - that "standard payload of 40 concussion missiles" is the capacity for the Missile Boat.

The follow up sentences are correct, however - "eight per launcher, etc" - onwards. the Gunboat has two launchers. So, sixteen concussion missiles are the standard payload for a Gunboat - which fits with it's capabilities in the X-Wing games:

alpha_class_xg1_gunboat.jpg

Edited by FTS Gecko

Not exactly the Imperial Firespray fix people were looking for.

Either Gunboat Only, or any nontie. Imperial nontie is bending over backward to deny the effect to scum and rebels.

That's the idea.

This is the Galactic Empire we are talking about, not some "rebel scum". (only the Empire has the resources to reinforce any battle anywhere)

They why is 1/3 of the available ships for reinforcement the scum of the galaxy? (Bounty hunter/Krassus/Kath/Bobafett)

Either open it up for scum (rebel and otherwise) or make it gunboat only.

Proton rockets ain't heavy

And, frankly, I think FFG did okay representing them anyway. They're basically a super powerful, dumb-fire weapon. Which is why it requires no lock, and has to be used at point blank range. And it WAS possible to hit faster fighters with Heavy Rockets. If you were could, you could fly head to head with an enemy fighter, and launch the rocket at the last second before turning away and shoving the thing directly into the enemy's face. This is why the thing gets additional hit dice based on ship agility, because you're aiming with your ship, not your targeting computer.

If it's not quite right, well, that's a side effect of FFGs decision to make hit dice and damage dice the same thing for ordnance.

Edited by DarthEnderX

I dont see that being a title card. I see the Hyperspace card being a modification, along the lines of: "Advanced Nav Computer".

And I still dont like the Torp slot on the ship, I know its supposed to be for Extra Munitions, but I honestly think the title should cover that,- giving a munition token to all ordnance. So players wont put a torp on it- which it shouldnt have.

From the Wookieepedia:

"The standard payload was forty concussion missiles, eight per launcher, though depending upon the mission the Gunboat could alternatively carry twelve proton torpedoes, eight heavy rockets, or four heavy space bombs. Some gunboats also carried Ion torpedoes."

That could work just like Y-wing's Bomb Loadout, 0-point missiles upgrade which grants you a torpedo slot

Like this?

x_wing_miniatures_game___custom_upgrade_

Edit: Mispost

Edited by DarthEnderX

Not exactly the Imperial Firespray fix people were looking for.

Either Gunboat Only, or any nontie. Imperial nontie is bending over backward to deny the effect to scum and rebels.

That's the idea.

This is the Galactic Empire we are talking about, not some "rebel scum". (only the Empire has the resources to reinforce any battle anywhere)

They why is 1/3 of the available ships for reinforcement the scum of the galaxy? (Bounty hunter/Krassus/Kath/Bobafett)

Either open it up for scum (rebel and otherwise) or make it gunboat only.

Slave I for Empire was a mistake since it's inception... anyway, I can make it Assault Gunboat only...

Removed the torpedo slot for the Gunboats:

x_wing_miniatures_assault_gunboat_custom

This is it.

Edited by Odanan

We are almost at the 2 year anniversary of this thread, and it's still on the front page! LOL GUNBOAT!!!!

Now I'm wondering... what would be done with a torp+missile bar?

Yes, the gunboat carried one or the other, not both, but bear with me.

the argument that "it's only there for Extra Munitions" is valid. but what else could it be twisted to do?

Instead of 2 missiles, you can have 1 torpedo

Or a missile and Flechette (for the same price as EM)

Or a torpedo and a Thread Tracker

These dont seem to be entirely out of place.

Now I'm wondering... what would be done with a torp+missile bar?

Yes, the gunboat carried one or the other, not both, but bear with me.

the argument that "it's only there for Extra Munitions" is valid. but what else could it be twisted to do?

Instead of 2 missiles, you can have 1 torpedo

Or a missile and Flechette (for the same price as EM)

Or a torpedo and a Thread Tracker

These dont seem to be entirely out of place.

Now I'm wondering... what would be done with a torp+missile bar?

Yes, the gunboat carried one or the other, not both, but bear with me.

the argument that "it's only there for Extra Munitions" is valid. but what else could it be twisted to do?

Instead of 2 missiles, you can have 1 torpedo

Or a missile and Flechette (for the same price as EM)

Or a torpedo and a Thread Tracker

These dont seem to be entirely out of place.

Isn't there an upgrade in Imperial Veterans that requires both missile and torpedoes.

The TIE Shuttle is like that, and replaces those slots.

I think making this open to other factions is good, especially if it was FFG making it- they'd want other non-Imperials to buy it just like they did with the Starviper and Autothrusters only being in it.

Also I'd say my idea of the "Advanced Hyperspace Nav Computer" is a better name than "reinforcements".

And as for rules, player should have to choose the table edge before the game begins.

It's not Tie shuttle, I looked it up. It's Long Range Scanners.

Anyways, this game is about positioning and outflying opponents. Getting to just jump into the battle, and deliver an ordinance enhanced alpha strike is an incredibly powerful mechanic that should be relegated to the realm of scenarios and special games.

Removed the torpedo slot for the Gunboats:

x_wing_miniatures_assault_gunboat_custom

This is it.

Only one agility? I don't remember them being that clunky. The only Imperial ship that should have only one agility is the Lambda Shuttle, and the Gunboat was a lot more agile than that.

I think 2 agility and 4 hull would be better. I'd prefer not an almost copy of the Ywing on stats. And that 4 straight should probably be red...though that is less problematic

Edited by knavelead

Yeah, Gunboats were surprisingly nimble. You could out-turn X-wings with them. Their main flaw in a dogfight (aside from being on the slow side) was the freaking huge hitbox. When flying against one you barely even had to aim.

Yeah it is a big target which I believe would justify evade 1.

Its dial and perhaps adding a barrel roll action should reflect its agility.

Yes. Something like 2 Agility, 4 Hull, 3 Shields feels right. Even 3 Hull 3 Shields could be okay if it has 2 Agility. Overall it should have similar endurance to that of the Y-wing and B-wing.

Heavy Rocket: Attack: Deploy a Heavy Rocket token using the 1 straight template from your front guides. Each round it does a boost action (or any 1 speed forward manoeuvre) during your Check Pilot Stress step. When it overlaps a ship or a ship or its movement template overlaps it, roll four red dice, applying any damage. You may modify these dice as if they were an attack from a [missile] weapon, including spending target locks, focus tokens, using guidance chips, etc.

5 points sounds about right. THe token would be shaped like a manoeuvre bomb but with guides at both ends.

Interesting to just shoot off in the first round, hilarious if you can get close enough to just land it straight on them.


I would love so much to see this in the game.

The heavy rockets and space bombs were much much slower than any other ordnance, but they clearly moved and had some minimal homing ability (you could release them from many kilometers away from its target and still hit, so they were obviously not the same as the proton bombs we have in the game). So I understand why you let it do speed 1 boosts every round.
But I am afraid that the ship releasing the rocket would almost certainly overlap it in its next movement phase.
What about speed 2 or even speed 3 boosts (straights or banks)? It is still way slower than missiles and torpedoes (that are instant in this game) but still move in a way that can be avoided by the ship releasing them.

Something like

Heavy Rocket
Torpedo
Attack: Place a Heavy Rocket token using your front guides and a speed 1 straight or bank maneuver template. Then discard this card. You may remove any amount of blue target lock tokens or focus tokens you have, and assign them to the Heavy Rocket token. This attack is not considered as a hit or a miss.

Heavy Rocket token rules card:
Heavy Rocket tokens have a PS of 0 and activate during the Activation Phase as if they were ships. They have a front side and a back side. They have an attack score.
When each Heavy Rocket token activates, the player that placed it executes a speed 2 straight or bank maneuver from the front side guides. They cannot perform any actions, neither they activate during the Attack phase.
If at any moment, the Heavy Rocket token or its maneuver template overlap a ship, or if a ship or its maneuver template overlap the token, this token detonates.

If a Heavy Rocket token or its maneuver template overlap an obstacle token, discard both the Heavy Rocket token and the obstacle token.

When a Heavy Rocket token detonates, it performs an attack against the ship that detonated it, using the attack score printed on the token. The range of the attack is considered to be 1 and in arc.

During the Modify Dice step, the player that placed it may spend the focus and target lock tokens assigned to the Heavy Rocket token. Finally, discard the token.
Focus tokens assigned to a Heavy Rocket token aren't discarded during the End Phase.

Edited by Azrapse

Yeah it is a big target which I believe would justify evade 1.

Its dial and perhaps adding a barrel roll action should reflect its agility.

I can go with this for 1 evade. I can see arguments for both 1 or 2, but this is a valid argument for 1.

If it's Agility 1, we're probably looking at a sub-Y-Wing priced ship all things considered. If it's Agility 2, it's probably around Y-Wing price or slightly more.

I'm still thinking 2.

Thinking of wearing this to Yavin. Who's with me?

Edited by FTS Gecko

Thinking of wearing this to Yavin. Any takers?

DO IT! LOL :lol:

You know, maybe it's about time "The GUN(boat) CLUB" became official.

We need membership cards, and t-shirts. And possibly our own microbrew.