Maybe you should make the Nebulon B frigate 3 cards. Also is this the Escort or Medical Nebulon B Frigate? If so then have one card section have an alternate state with a special ability.
Dreadnaught/Nebulon-B stat help.
Slightly off topic, but I realized I may need to add Assault Gunboats to one or two missions. The stat line I came up with is:
Maneuver Dial: Y-Wing
Attack: 2
Evade: 2
Hull: 3
Shields: 3
Actions: Target Lock, Focus
Upgrade Bar: 2 Missiles, 1 Cannon (Ion Cannon), 1 Leadership (For pilot skill over 5)
Also, for the Frigate, it is a Escort Carrier modded one. I plan on using 3 cards (as per all the suggestions). The stat line is still a work in progress. I don't want missions to run too long yet. I figure the fact that is has been modified to carry more fighters will justify a lower hull rating (Hollow hull to fit fighters). As for the 3 sections of the ship, this is what I have figured out so far:
Fore: Deals with the weapon systems. When it's crippled, it has a lower attack rating.
Mid: Deals with re-arming fighters. Fighters can dock with the ship in-mission to regain warheads as long as it's not crippled.
Aft: Deals with maneuverability. When Crippled, it cannot do 4 forward and 2 turn maneuvers (like the CR90).
Also, should I use the CR90 dial for the Frigate?
Edited by Gunner070
I have a campaign starting with a few friends soon but I am still trying to figure out what stats to give to both a Dreadnaught and a Nebulon-B Frigate.
Since the Corvette is:
Fore: 4 - Attack (Range 3-5), 0 - Evade, 8 - Hull, 5 - Shields
Aft: 5 - Energy, 0 - Evade, 8 - Hull, 5 - Shields
and using what I remember from the 90's & early 2000's sims, I came up with this (Both have zero evade):
Dreadnaught:
Fore: 4 - Attack (Range 3-5) + Laser Cannons, 10 - Hull, 5 - Shields
Aft: 3 - Energy, 10 - Hull, 5 - Shields
Frigate (Modified to be more of a carrier):
Fore: 2 - Attack (Range 3-5) + Laser Cannons, 8 - Hull, 6 - Shields
Aft: 5 - Energy, 8 - Hull, 6 - Shields
What do you think?
Also, any ideas for upgrades would be helpful, too. Thanks!
OMG, you have to be kidding, right?
I'm not saying you should use linear ratios,
but having the same hull as the Corvette for the Nebulon-B is absurd.
minimum double the hull for the length,
and for the linear ratio 7.9 times the hull.
If I were do design this ship (a useable rendition)
I would use three bases and at least three cards.
14 hardpoints and 2 primary attacks.
For each section
................Fore / Middle / Aft
Hull: ........32 / 8 / 16
Shield:........ 8 / 8 / 8
Hardpoints:...7 / 0 / 7
Primary:..... 1 / 0 / 1
Energy:..... 0 / 8 / 8
Actions...
All of them including the Jam action.
Recover in the Aft, Coordinate in the Fore.
Even scaled down the number of crew and teams would be ridiculous,
This ship doesn't belong in a dogfight mechanics game
now that I think it through this far but since you asked.
I could only make a wild guess what a playable number
of crew, teams, and cargo would be, you could almost have all of them!
From one point of view, if you look at the fore section as roughly
the size of the whole CR90 Tantive IV, then you could do it this way:
...............Fore / Middle / Aft
Hull: .......32........ 8........16
Crew:.........3 ........1.........2
Team:........4.........1.........2
Cargo:.......2.........0.........1
There is also the little matter of 66 dedicated gunner crew.
Roughly 3 for each turbolaser, and 2 for each Quad lasers,
and I would guess the remainder would man the tractor beams.
This is something I know some like to minimize, but I can't ignore.
I wouldn't go as far as to say there should be an extra 16 crew slots,
or even the Gunner upgrade ability to blanket all sections,
the simple solution would be something like making the second shot
on the Quad Laser Cannon cost zero energy.
I can see the stats as far as regulated to fluff, but for gameplay sake you will have to tone down the Frigate Stats a little. Double digits seem to be a bit much all though it is more powerful if you look at other fighters you can see how firepower is tapered off on more powerful ships (ie. Tie Fighter Cannons x 2 = 2 firepower, Interceptor Cannons x 4 = 3 Firepower, Phantom Cannons x 5 = 4 firepower)
With the Nebulon B stats considering the CR90 Stats (8/5 & 8/3) I would make the Front 8 Hull 7 Shields, The Shaft 5 hull 7 Shields and the Aft 6 Hull 7 Shields. I know fluff wise not to scale but it has more hull than the CR90. Definatly not in the double digits, the only thing I would consider making 10 hull would the the forward section of the Star Destroyer.
So really, what we can take from this thread is that the Nebulon B Frigate is FREAKING AWESOME and we CAN'T WAIT for FFG to produce it so we can field this bad boy in an pic game. Am I right?
Oh I don't know, they have some serious playtesting to do before the throw something like this into the mix.
Just in playtesting my DP20 I get the sense that anything larger than the CR90 on the playfield with other huge ships is going to make the fighters look like the mosquitoes of the battle.
As I'm sure you can figure out, but fully energized, with an Engineering team,
this thing can fire 11 weapons on the second combat phase.
•
I mention it because a Nebulon B with 14 weapons
on playing field with fighters would be a monstrosity.
Need to tone down the Energy gain on this (As if the Rag-tag inept rustics needed more huge ships). I get it is supposed to be a gunship, but the energy gain is way to high especially since it already has 4 primary firepower. The CR-90 is a blockade runner, the DP-20 is a gunship. Give the DP-20 the energy gain of the CR-90 at 1 and 2 speeds but only the energy gain of the GR-75 at 3 and 4. That way the CR-90 does better at high speeds but the DP-20 will have as much firepower at the smaller speeds. However I would say the DP-20 upgrades would look good on the Tartaran Patrol Cruiser.
To help get around overpowered ships, I added heavy rockets with the stat line and text:
Attack: 6
Range: >2
"Can only target Huge ships"
and the rules:
"Rockets are slow moving warheads that stay on the battlefield until they hit their target or are destroyed. When a rocket is shot, it moves (Straight, speed 4) toward it's target. Before each combat turn of the attacking ship, it can move (Straight, speed 4), (slight left, speed 3), or (slight right, speed 3) until it hits it's target. When attacked, rockets have a hull rating of 1 and an evade rating of 2."
These would be used against the bigger ships (if I can find a way to add them).
Looks like I will need to make Assault Gunboats before the Frigate. Here is the statline I came up with:
Thoughts?
Maneuver Dial: Y-Wing
Attack: 2
Evade: 2
Hull: 3
Shields: 3
Actions: Target Lock, Focus
Upgrade Bar: 2 Missiles, 1 Cannon (Ion Cannon), 1 Leadership (For pilot skill over 5)
EDIT: Due to FTS Gecko's ongoing sexual harassment regarding my DP20 project, I withdraw all support of this ship.
Edited by gabe69velasquezI would have the Nebulon B frigate be a 3 section ship cards and use 2 bases the same size as the GR-75 transport. Sort of similar to my Star Destroyer Layout which allows ships to fly over or under it.
Sections Front base would be the Front Section the docking influence zone would be the shaft section and the rear base be the engine section.

I would have the Nebulon B frigate be a 3 section ship cards and use 2 bases the same size as the GR-75 transport. Sort of similar to my Star Destroyer Layout which allows ships to fly over or under it.
Sections Front base would be the Front Section the docking influence zone would be the shaft section and the rear base be the engine section.
Sounds good - I like the idea of having the Nebulon B on two bases with a space in between, allowing ships to move/shoot through the central spar section without being obstructed. However, if the bases weren't connected together by a ship card (like how the Corvette's bases are connected), it may make the model a bit unstable.
Mel's Nebulon B uses two bases (although the front base is larger) and two separate cards though, so I guess it could work!

EDIT: Due to FTS Gecko's ongoing sexual harassment regarding my DP20 project, I withdraw all support of this ship.
Edited by gabe69velasquezEDIT: Due to FTS Gecko's ongoing sexual harassment regarding my DP20 project, I withdraw all support of this ship.
Edited by gabe69velasquezEdit: Let's put gabe's unpleasantness behind us and start the page with another picture of the lovely beast instead: ![]()

EDIT: Due to FTS Gecko's ongoing sexual harassment regarding my DP20 project, I withdraw all support of this ship.
Edited by gabe69velasquez


