Re-engineering YT-1300 for RPG

By Rignuth, in X-Wing

Hello X Wing Experts:

My friends and I are going to be using the XWing Mini game to supplant ship-to-ship combat in our role playing game (Savage Worlds Sci Fi).

Our group is starting off with a stock light freighter (YT-1300 model/stats), with a couple exceptions:

-We won't be starting with a turretted gun. Just the normal firing arc with 2 attack dice.

-My character's special ability allows him to spend 2 "bennies" at any point during the activation phase (prior to his activation) to basically re-select and re-deploy his maneuver dial. Bennies are "per session" luck points...you get 3 per session and the GM can award further ones at various points, but for all practical purposes this is an ability he'd be able to use once per night

-My character's pilot skill will be 5.

-We won't start with a targeting computer.

So I'm basically trying to determine what the model point cost would be.

Take an Outer-Rim Smuggler (27 pts)

-add 4 points of Pilot Skill (+4 points?)

-add the special ability, above (+? pts)

-add an EPT slot (+? pts)

-remove the 360 degree turret ability (- ? pts)

-remove the Targeting Computer (-? pts)

Thanks for your help.

Guesses off the top of my head, using some standards in the game already.

PS +2

Special incalculable, but if it's only once per session why not make it free?

EPT +2

Turret removal -5

Remove TC -2

Sooo, 24?

Compare to a Dagger B, also 24, I think it's close.

We won't be starting with a turretted gun. Just the normal firing arc with 2 attack dice.

As I understand it, the stock YT-1300 comes with a ventrally mounted twin laser cannon turret. Presumably that's what the gun on the Outer Rim Smuggler is intended to model; there's no reason you can't have a version in your RPG with a fixed emplacement, but you'd have to come up with a reason that some previous owner would have modified it.

Likewise, a basic targeting module would logically come installed on the stock computer systems. It wouldn't be military-grade software, nor would it be attached to a military-grade sensor and ECM suite--but it would exist. I'd recommend keeping that ability, since mechanically you'll be a bit hamstrung without it.

Take an Outer-Rim Smuggler (27 pts)

-add 4 points of Pilot Skill (+4 points?)

-add the special ability, above (+? pts)

-add an EPT slot (+? pts)

-remove the 360 degree turret ability (- ? pts)

-remove the Targeting Computer (-? pts)

I'd say this:

Take an Outer-Rim Smuggler (27 pts)

-add 4 points of Pilot Skill (+2-3)

-add the special ability, above (+0-1)

-add an EPT slot (+0-1)

-remove the 360 degree turret ability (-3-5, but don't do it!)

-remove the Targeting Computer (-1, but don't do it!)

So I could see a cost anywhere between 23 and 28, and would have to playtest a few times to narrow it down further--although I'd start at the bottom of that range, given the thoroughly demonstrated problems of the TIE Advanced.

Most of my uncertainty comes from stripping the turret, though; if you kept that and the targeting computer, I'd price it comfortably at 29 or 30.

Edited by Vorpal Sword

Thanks for your response. It's important to note that we are not playing the "Star Wars IP", we're just using the game system and the stats to reflect our Game Master's own Space Opera universe, which is very similar in many ways to Star Wars. That's why we can narratively justify getting rid of the turret on the Y-1300...it's not *really* a YT-1300.

As our characters get money and prestige, we will be able to buy mods for the ship, like a targeting computer, lateral thrusters (barrel roll), engine upgrades (boost), other sensors (sensor upgrade slot), etc. Right now I'm trying to price it appropraitely, for the GM, so he can figure out what to send up against us without destroying us. (There is no such thing as "You are knocked unconscious" when your spaceship goes kablooey! in space.)

Ive thought about using the figures as supplements when playing role-play games too. More for a face value than anything else though. Pretty things and all.

Don't know about the point values you need, but I am also running a savage worlds sci fi game soon (I hope soon) and would be very interested in how yours goes. Both how well x-wing works in it and just in general.

So before I got any feedback, my pointing was as follows:

4 points of Pilot Skill: +4 points.

special ability: +3 points

adding EPT slot: +1 point

targeting computer: -2 points

remove turret 360: -6 points

Essentially making it a wash.

So before I got any feedback, my pointing was as follows:

4 points of Pilot Skill: +4 points.

special ability: +3 points

adding EPT slot: +1 point

targeting computer: -2 points

remove turret 360: -6 points

Essentially making it a wash.

It's like this: we often see +1 cost for +1 PS in the pilots we get from FFG, but usually there's only one straight PS bid--from 1 to 3 or 2 to 4. Otherwise there's always EPTs and/or pilot abilities in the mix. So I would count your special ability alone as +1, and I'd count the EPT alone as 0 or 1 points, and I'd count +4PS alone as 4 points. But all three abilities together are probably only worth about 4 points.

Basically, I'd let the EPT and special ability ride along for free as long as you're spending 4 points to increase your pilot skill. That leaves the loss of the target lock ability, which probably earns back about half a point and could easily be counted as either 0 or 1, and the loss of the turret, which is a pretty drastic penalty.

Without the turret, you have a durable ship (just a bit less durable than a TIE Advanced) with weak offense (identical to the TIE Advanced), an unusually weak action bar, and a very good dial. You also have the additional factor of a Large base, which is difficult to price properly but can be a big drawback.

I'd say 27 points is way too much to spend for the ship as you've laid it out, although I could be wrong. I really would spend a session playtesting it, with an eye toward paying 23-24 points for it (without crew upgrades or an EPT). I think you'll find that a pair of TIE Fighters take a while to kill it, but they won't be taking much damage in return due to your relatively poor ability to get them in your firing arc.

Edited by Vorpal Sword