Let's talk Republic Era vessels.

By KCDodger, in X-Wing

Neckbearding not allowed.

So, we've got less and less OT options as time goes on. Naturally, FFG will look towards other sources. "Rebels" is utterly guaranteed, and I can't wait.

However, before then, to fill the gap... We're going to see Prequel ships, most likely. The one with the most support on this forum, seems to be the ARC-170 starfighter.

The ARC-170 is a Heavy Fighter/Bomber. ARC is short for Aggressive ReConnaissance.

ARC170starfighter.jpg

Right off the bat, the ARC-170 has heavy laser cannons, twin tail guns, a crew of three, and an astromech. The ARC-170 was not however, known for speed. But it WAS durable. As a result, it would fill a fairly B-Wing-like Role in XWMG. However, there would be several differences.

Despite having a .90 front/back firing arc, I would personally, not allow a turret or cannon slot. But would allow a firepower of three. This would make the vessel capable of matching a B-Wing's base firepower, but unable to equip things like an Autoblaster, Heavy Laser Cannon, Etc. This already makes it different enough from the B-Wing to consider using.

To further emphasize its difference to the B-Wing, it can naturally equip an astromech. This allows it many fantastic options, from R2 to R5, the Astromech allows plenty of versatility and defensive capability.

Despite the ARC-170 having a crew of three, I would only allow it to have a crew of one. This is because the third crew member is already preoccupied using a gun. That's not to say you cannot capialize upon this with, "Gunner", but still. One crew slot, so that it is not overpowered. After all, we don't want it to be an obvious choice over the B-Wing, do we? No, no we do not. But we DO want it to be different.

The ARC-170 only held 6 torpedoes, as much as an X-Wing. As a result, ONE torpedo slot. No missiles.

I'm extremely iffy on systems, but I feel that it -does- need them, to slightly fill that other crew role, but not really. Options, options. The name of the game for Rebels. This is up for debate, though.

Target lock and Focus, but no evade and barrel roll action. This thing is a slug, y'know?

This essentially gives the '170 a role that fills somewhere between the X-Wing and the B-Wing. As for cost...

Well, I don't know quite how to calculate cost. But I'd say also in the middle ground. Entirely because its dial would not be too great, and likewise, it has so many options that the cost of filling them all will more than make up for that. Of course, you COULD fly a few naked '170s.

As for stats?

3 2 4 3

3 firepower, .90 front/back. Entirely because it has twin guns on the back and HUGE ones up front. A vessel with considerable and respectable firepower to it. As for the 2 evade, again. It's a slug, but it's quicker than a B-Wing. It has to be. Four hull, since it's sizable and not built out of paper mache, like an A-Wing. Likewise, the three shields are due to less advanced technology.

Likewise, the dial must be better than a B-Wing, but not as great as an X-Wing. It's the middle ground ship between those two, with this setup.

I feel like that rounds out the ARC-170, but if you guys have anything else to offer, go right ahead. That's why I made this topic.

Edited by Captain Lackwit

Why not give it an auxillary firing arc, like the Firespray? With that tail gun it doesn't seem right to not let it shoot backwards somehow. Then again, 3 dice backwards would be a lot. Is there a way to design a card to give the ship 2 different attack ratings, one for the main arc and one for the auxillary?

Systems upgrade would be inline with the craft's role since that entire toydarian sized nose was filled to the brim with advansed sensor equipment to assist in its' role in agressive reconasainse

Is there a way to design a card to give the ship 2 different attack ratings, one for the main arc and one for the auxillary?

Just include a card explaing the rule and on the ship itself have the attack value at 3/2 to note the difference (two out the butt seems fair)

Edited by Wilhelm Screamer

Why not 2 attack dice for the whole thing? Only two cannons up front compared to an X-wing's 4 plus its less advanced technology

Rear firing arc is a good idea

Lower shields down to 2

Stat line would be 2, 2, 4, 2 with rear firing arc, crew slot, torpedo slot, system slot and astro slot

I see it filling a very customizable role. its of the same line and era as the head hunter but tougher and with more crew

Why not give it an auxillary firing arc, like the Firespray? With that tail gun it doesn't seem right to not let it shoot backwards somehow. Then again, 3 dice backwards would be a lot. Is there a way to design a card to give the ship 2 different attack ratings, one for the main arc and one for the auxillary?

Whups! Meant to say a rear firing arc! My bad!

Why not 2 attack dice for the whole thing? Only two cannons up front compared to an X-wing's 4 plus its less advanced technology

Rear firing arc is a good idea

Lower shields down to 2

Stat line would be 2, 2, 4, 2 with rear firing arc, crew slot, torpedo slot, system slot and astro slot

I see it filling a very customizable role. its of the same line and era as the head hunter but tougher and with more crew

Have you seen the size of those guns dude? The E-Wing has 3 forward, not four, but holds a firepower of 3. Scale matters too. I stand by 3 firepower.

I also stand by 3 backwards. Two fast firing tailguns focusing on you at once is... A lot of hurt.

And remember. It's only 18 years of technology difference- REALLY not a lot. It would have considerable pew.

Over all I would be more interested in seeing a clone wars era Y-wing. It would allow them to release a prequel ship that still fits into the time frame. Plus they could add more y-wing pilots (with EPTs!) and maybe another type of turret or y-wing specific title

As far as 2 attack dice goes, I guess I see the ARC 170 as the 'b-wing' of the clone wars. The ARC is to the headhunter as the b-wing is to the x-wing. So I figured it should have a similar level of firepower to a headhunter. The guns ARE large for a fighter but wookiepedia does state that they are 'medium laser cannons' which probably aren't that much more powerful than an X-wing's cannons on an individual level. On the rear firing arc you have two guns, but they are small enough to be directly operated by gunners (compared to the millennium falcon's 4 laser cannons for three attack dice).

The E-wing does have three attack dice, but it is more advanced than an X-wing whereas the ARC 170 is less advanced

Speaking of Republic era ships.... I think rules for the Republic Gunship would be nice....

As far as 2 attack dice goes, I guess I see the ARC 170 as the 'b-wing' of the clone wars. The ARC is to the headhunter as the b-wing is to the x-wing. So I figured it should have a similar level of firepower to a headhunter. The guns ARE large for a fighter but wookiepedia does state that they are 'medium laser cannons' which probably aren't that much more powerful than an X-wing's cannons on an individual level. On the rear firing arc you have two guns, but they are small enough to be directly operated by gunners (compared to the millennium falcon's 4 laser cannons for three attack dice).

The E-wing does have three attack dice, but it is more advanced than an X-wing whereas the ARC 170 is less advanced

So by that logic, fighters like the ETA-2, N1, V-Wing, should all have 1 firepower?

3 attack on an ARC is reasonable. The whole "less advance technology" is just the lazy-man's argument to limiting prequel ships to near-unplayability. Sure, the tech wasn't as advanced but the firepower filled the same role as its successor. Also, I don't see why it shouldn't have 3 attack, it was a heavy fighter meant for extended missions, I would assume they would put enough firepower on it for its crew to hold out on their own.

I feel like a ship like the ARC would find balance with the proposed stats from a double-length or length-and-a-half of a small ship's base to limit the rear firing arc since it isn't as large as the Firespray and it probably has more of a blindspot. A new base size would also add a new aspect to maneuvering to simulate the ARC's sluggish nature.

I really like the stats provided in the OP. It would really come down to the dial to balance this ship out. Maybe a red 5K, red 2 and 3 hard turns, 1 straights/banks and 2 straight are green, 2 banks 3 hard/bank/straight and 4 straight are white?

Edited by SpikeSpiegel

3 attack on an ARC is reasonable. The whole "less advance technology" is just the lazy-man's argument to limiting prequel ships to near-unplayability. Sure, the tech wasn't as advanced but the firepower filled the same role as its successor. Also, I don't see why it shouldn't have 3 attack, it was a heavy fighter meant for extended missions, I would assume they would put enough firepower on it for its crew to hold out on their own.

I feel like a ship like the ARC would find balance with the proposed stats from a double-length or length-and-a-half of a small ship's base to limit the rear firing arc since it isn't as large as the Firespray and it probably has more of a blindspot. A new base size would also add a new aspect to maneuvering to simulate the ARC's sluggish nature.

I really like the stats provided in the OP. It would really come down to the dial to balance this ship out. Maybe a red 5K, red 2 and 3 hard turns, 1 straights/banks and 2 straight are green, 2 banks 3 hard/bank/straight and 4 straight are white?

Gimme some stats for these ships:

1297372576118.jpg

Gimme some stats for these ships:

1297372576118.jpg

Spike Spiegel - PS9

MONO Racer

2 A

5 E

0 S

2 H

When defending, you may choose one critical hit result and cancel that result.

[boost, Barrel Roll, Focus, Evade]

-EPT, Cannon

29 points

"Swordfish II"

Modification. MONO Racer only.

You may fire both primary and secondary weapons during the attack phase. All K-Turns are green maneuvers.

1 point

You had me until that last title/mod...

Oh Bebop... I miss thee.

PUT THE **** THING ON A 2 Wide base! Makes it fly funny but can have a slightly better dial.

2/2/4/3, W/ F and TL, Crew and droid and Torp and an AUX arc. Mean little bugger. 19pt PS 2? The "TANK" that the Awing was supposed to be with some heavier shielding.

This is basically a repost from another thread, but I'll probably going to put this everywhere any time anyone says, but the ships are outdated!

...Actually the tech was probably about the same. Bear in mind the technology hasn't really changed in 4000 years. When you have a huge galactic republic/empire you would never get massive leaps in technology, because a lot of the species are already advanced enough to have discovered every technology of use. For any given race there is always an older more advanced race. Essentially an equilibrium exists where nothing is really new, just rediscovered.

The ships from the clone wars era are only outdated because they are no longer in production and parts are scarce. Much like cars from the 80's and before. Look after them well and they would still be serviceable. My Toyota Corolla is 18 years old and while they have changed the outside of the car, it is essentially the same car as a new Corolla.

As an example, the Naboo star fighter wouldn't be much different than an A-wing. Highly mobile, lightly armed, but also limited production based on Naboo for the Naboo PDF. Also lacking a hyperdrive not all that useful.

The same goes for the ARC-170, it's not outdated, merely scarce and still used as an elite fighter during the time of the Rebellion.

As for rules, I think that is pretty much bang on, not sure that 7 hit points is a good idea, it is a little too tanky with 2 agility dice, unless it costs a stack of credits...err points. I would skip the auxiliary arc, unless it has less dice, you need to give them a reason to not just float past and actually try and dogfight (my big beef with the way the Y-wing currently plays). If it plays as a hybrid of the X, Y and B, then it is a nice foil for the E which is a hybrid of the X and A.

I made this a little while ago:

Clone_Pilot_Front_Face.jpg

It should certainly not have a systems slot.

I'm VERY dubious about the 2 evade as well. That makes it more maneuverable than the Y-Wing (which it should absolutely not be).

Still front and rear arc 3 seems about right, as does 4 hull and 3 shields.

As an alternative, and in response to the discussion about the ARC's firepower, I would propose the following mechanic. 2 Firepower from both the front and secondary arc with a little twist. Allow the ship to fire from both firing arcs every turn. (After all, the back arc is operated by a 3rd crew member and not the pilot)

I don't believe this would be overpowered as it is not very likely that you will be able to fire from both arcs on the same turn too often. But it offers an alternative mechanic to help differentiate the ship.

My Toyota Corolla is 18 years old and while they have changed the outside of the car, it is essentially the same car as a new Corolla.

While I agree with much of your argument, you went off the rails here. No. Not even close.

I've seen some mentions (in B/Y threads) that there are some crazy combos between crew/astromechs. Although supported by the story universe, I'm not sure the game would like it.

R2-D2 + Nien Nunb
R2 + Nien Nunb
?

With the rebels running out of new fighters from even EU sources, i'd say refurbished Rebuplic ships are looking more and more likely. The only one that's a bit squiffy is the N-1, as it was more of a local naboo ship.

I would love to see an ARC-170, V-19 Torrent, V-Wings, Delta-7, Eta-2, Belbullab-22, Cloakshape, Kappa class Shuttle, maybe even the G-9 Rigger.

Since the rebels used whatever they could get, including old Confederate hardware, would droid fighters be doable in the game system? Would they be wanted?

They've said they want to keep X-Wing as Empire vs Rebels. If we get Clone Wars, I imagine it will be its own core set and everything. Fully compatible, but under a different name, and likely not allowed to be mixed in tournaments.

Though, given Disney seems to want to ignore the Prequels and everything related to them, including the amazing Clone Wars series, I think we'll more likely jump straight into ships from Rebels, which they've likely already given FFG info on (Hasbro has already shown toys for the Inquisitor's custom TIE Advance, for example).

The show/book come out this fall, which means it'll be premiering at the perfect time for FFG to announce Wave 6.

I'd be all for some Eta-2s. Best thing to come out of the prequels in my opinion. I've been working on stats for it so I'll join in the fun.

Attack seems reasonable at 2 due to size (limiting available power) and being armed with a pair of laser cannons.

Defense is an interesting one. Before Wave IV was announced I'd have said 3 but since FFG already dropped the 4 attack I'm more than willing to give this ship 4 green dice. It's a little faster than an A-wing and even smaller. The model would be ~2cm long, which is the width on an A-wing not counting guns. So I really don't think 4 defense is too much here.

Shields are simple. It has none. There was some variants that had shields and extra armor, but that sounds like a great modification card to me.

Hull is kinda a toughie. Again due to size (not only dimensions but volume) I wanna say 2. There are other ships out there with 2 hull but they have shields. The other thought I had is one shield with two hull. It would bring it up to the baseline already set, however it's not on the stock version. I'm really not sure which feels better here.

The Dial would be similar to an A-wing or Squint. Nothing too crazy here.

So that leaves us with upgrades and actions. We'll start with an astromech slot. No missiles or torps. A cannon slot may be possible as the ship did have a pair of Ion cannons. I don't really like the thought of putting a Heavy Laser Cannon on it though. Perhaps some sort of restriction but that's not something we've seen before. Maybe a 0 point upgrade that adds a cannon slot but prevents HLC? Elite talents for the named pilots. Anakin and a not so Old Ben at PS 9 and 8 respectively. I'd say a Clone Trooper for PS2 and a Padawan at 4 or 5.

Now onto the Action Bar! Focus like everyone under the sun. I don't see a need for Target Lock, no secondaries. Boost fits well with everything else, and arc dodging will be necessary thanks to its anemic health. Evade seems like a no brainer for such a tiny ship. Barrel Roll I'm on the fence about.

Lastly we come to points. Maybe start off in the mid teens something like 14 for the Clone, 17 for the nameless Jedi Redshirt and depending on abilities low to mid twenties for the heroes.

So there ya have it gents (and ladies who may be hiding amongst us). The Eta-2 for Star Wars: Clone Wars Miniatures.

I really think this should be a compatible-but-separate game. If prequel ships are released for X-Wing, there will be unending wailing and gnashing of teeth from the prequel-hating crowd.

I'm not sure why you're comparing it to the b-wing as a choice. The republic is proto-empire and would be on their side.

Not to throw a wrench into this debate, but the Arc170 should be an Empire ship. The Republic turned into the Empire and the early Empire would have used them to fight remnants of the Separatist systems or Rebel groups. The other thing that I think would be good to add to any Prequel era ship to represent their age/lower tech level would be to allow no system upgrades and make it so the Prequel ships cannot role crits. There cannons were not as strong and I think this would represent that fact nicely.