Corellian Corvette's List of Epic Ships

By Corellian Corvette, in X-Wing

So before, when I was posting about this in the first half of they year, I was ironing out all the stats. Now, I will just be giving overall characteristics. First, lets start with the smallest and work our way to the largest:

-Gozanti-Class Cruiser

640px-Gozanti-class_cruiser_SWR.png

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So, size difference aside, what I would like to see from it: (EDIT: the cannon page from wookieepedia says 64 meters by 32 meters)

  • One Card Epic Ship, like the transport
  • A turreted Primary weapon, no other weapon hardpoints
  • More of a support role like the transport, passing actions to the surrounding tie fighters
  • Some docking mechanic that allows the replenishment of shields of small ships (helps Advanced and Defender). It would be time expensive though, requiring to do a green maneuver to dock (you got to get to the ship first) and then recharging the shields that turn, then undocking next turn. It sounds cool, but thats a few turns that your HLC defender isnt shooting rebels (or scum). Neat mechanic though, makes campaign players happy

-Imperial Escort Carrier

Imperial_Escort_Carrier01.jpg

IEC.jpg

So, yeah its kinda obscure from Rouge Squadron III, but hey, it looks good!

  • It should be a 2 card ship like the Corvette.
  • In the game it is mentioned that it's the size of a CR90, so about 150-175 meters long. It seems significantly taller though, as the corvette is kinda spindilly in the front, and this seems to be bulkier.
  • The front half has 2 hardpoints for special, giant turrets with what looks like 270 degree field of fire
  • The rear half has a hard point for a quad turret situated by the hanger.
  • The hanger can hold 6 Tie Fighters/Interceptors/Advance's or 3 TIE Bombers/Defenders/Phantoms at a time.
  • If a craft preforms a green maneuver into the rear half of the ship, it "docks" in the hanger. Each Turn, at the beginning of the end step, you may: replenish ONE spent ordnance card OR Flip one face up critical damage face down, OR replenish 2 shields at the cost of 1 energy. Departing ships preform a green maneuver from the side of the Escort Carrier and are placed back upon the field.
  • Good anti-capital ship frigate, but relies on TIEs to keep the fighters off of it.

-Lancer-Class Frigate

CCGLancer.jpg640px-Lancerstern.pngThe Lancer! Length of 250 meters and has 20 quad laser guns all over it! So, if we assume they are distributed equally, about 5 per facing, so maybe 5 hard points overall.

  • It is long enough to be a 3 ship card! Also, it seems heavily armored enough to have "armor" and not just straight hull. Give it 1-2 evade dice, with no way of modifying the rolls. Think it could represent the heavier armored plates absorbing the attack. Maybe call it an armor save or something.
  • There is a turret pair in the front. Instead of giving it a hard point, just make it a 3 turret with range 1-3 and like a 270 degree fire arc.
  • Each Section have decimator style heath. L.O.T.Z. (lots)
  • The middle seems like it has the heaviest armor, so maybe give it a 2 dice armor save. Thinking 1 hardpoint, 1 crew, 1-2 teams. Maybe some modules. And this sweet ability: ​If this section is crippled, during the activation phase, assign 2 face up damage cards to all remaining sections.
  • The rear has the most guns, so 4 hardpoints. Probably room for 1 team, 1-2 modules, and this sweet ability: ​Each Turn during the gain energy step, assign 1 free energy token to each attached card with an energy volume. In the fluff it says each tower has its own generator to reduce the drain on the ships own reactor.
  • Also, the fore would have the recover action, as that is where all the shield generators are.

-Vigil-Class Corvette

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The Fanmade Vigil! What a beast! 255 meters long, and probably close to 255 meters wide, it is a hell of a model, and will never be made by FFG. It is simply too massive! But if it was...

  • 4 card ship, consisting of the aft, the port, the starboard, and the fore.
  • Plenty of hardpoints, plenty of guns.
  • Maybe in armada, but its too big for x-wing :(

-Crusader-Class Corvette

For da Scum!

Crusader-classCorvette.jpg

1.JPG

There actually isnt that much info on this thing. Need to do more research!

--

Interceptor-Class Transport coming soon!

Edited by Corellian Corvette

I feel that docking is too clunky of a mechanic in a game with this scale. If you think about the "real life" time a battle takes in X-wing its not a matter of hours, its really a minute or two and its over. In Armada it might be a thing but with only 6 rounds in a standard game, I don't even think you would have it there.

That Escort Carrier looks like something out of Anime. I do not like that design at all.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

If these were the 2 imp huge ships i'd be ok with that. I love the idea of a smaller ship to perform commando operations and for RPG purposes the escort carrier is that.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

Honestly I'd just consider docking/launching to be an out of game mechanic. (in other words, for RP purposes outside of game only).

Alright, so people don't like the idea of docking, I get it. What do people think of large ships getting 'armor' (evade) dice? This would only really appear on the Lancer, Vigil, and Nebulon B, where there armor is better than that of a corellian corvette.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

This is a good idea. The Ties start docked and protected until they undock at some point. There should not be a "dock" or "repair" option as it would take to long in real life and is outside of the scope of the game.

Alright, so people don't like the idea of docking, I get it. What do people think of large ships getting 'armor' (evade) dice? This would only really appear on the Lancer, Vigil, and Nebulon B, where there armor is better than that of a corellian corvette.

Reinforce is kinda that, if anything an increase in hull and shields surely covers the rest. Only in superheavy ships that are offboard - by which I mean cruiserweight or larger would that not be appropriate.

Also I am not sure about the "armour save" idea. I kinda like it, but it could really make killing these beasts super hard(I get thats the point) and really slow down Epic(which plays slower anyway) Maybe just give those sections more hull or make "armoured" sections immune to crits, or something like that. Maybe no crits until half their hull points are gone to represent thicker armour being shot off.

I feel an easier docking format would be special rules for carrier type ships during activation. Then any specific effects could be based on pilots/upgrades.

Activation Rules for Docking

Carrier Huge Ship

When a carrier huge ship executes a maneuver and the final position of one of its sections overlaps one or more friendly small or large ships, the small or large ships overlapped by the huge ship are immediately placed off the side of the field and the huge ship completes its maneuver. The huge ship does not skip its “Perform Action” step.

Each friendly small or large ship removed this way gains a blue docking token and removes all other tokens attached to it, and the huge ship gains a matching red docking token.

Small/Large ships

During an activation phase if a ship a small or large ship has not taken an action, it may dock with a carrier huge ship it is touching. Remove all other tokens attached to the small or large ship, place it off the side of the field and give it a blue docking token. The carrier huge ship gains a matching red token.

Other Docking rules

Ships with blue docking tokens may not affect, nor be affected by any other ships. Ships may discard their blue docking token at the begining of a subsequent activation phase to undock and return to the field. Undocking ships are deployed touching any part of the carrier huge ship and recieve one ion token and one stress token. Discard the matching red docking token.

Cards that can utilize docking

Mechanic Team - Team Limited Once per round you may spend one energy to remove one damage card from a single small or large ship docked with this ship. You must remove facedown cards before removing faceup cards.

Small Energy Generator - Cargo Limited At the end of each round, you may spend 1 energy to allow one small or large ship docked with this ship to recover 1 shield.

Rearmament Station - Cargo Limited Discard this card to return one discarded non-unique upgrade card to a small or large sihp docked with this one.

The Damage deck would have crits that mess up the docked ships as well. So a crit might deal 1 damage card to each ship docked with the carrier, or flip all facedown damage cards face up.

And they cant stay hidden in there forever:

Concusion charges - a bomb that acts like a proximity mine, it deals 1 face down damage card to a huge ship and all ships that are currently docked with it.

Agent Saboteur - If you are touching a huge ship, discard this card to do deal 2 face down damage cards to that huge ship or one small or large ship currently docked with it.

Edited by benbaxter

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

This is a good idea. The Ties start docked and protected until they undock at some point. There should not be a "dock" or "repair" option as it would take to long in real life and is outside of the scope of the game.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

This is a good idea. The Ties start docked and protected until they undock at some point. There should not be a "dock" or "repair" option as it would take to long in real life and is outside of the scope of the game.

So I understand it correctly, fixing a ship where it's docked and multiple people can work on it would take too long, but a droid plugged into the ship, in a stationary position fixing damage all over the ship is totally fine and doesn't take too long?

Lemme guess. You play Rebels.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

This is a good idea. The Ties start docked and protected until they undock at some point. There should not be a "dock" or "repair" option as it would take to long in real life and is outside of the scope of the game.

I agree that docking takes too long. what I would do instead is allow the craft to generate reinforcements up to a certain limit, for the cost of energy. Max of 1 per turn. So, for example, the gozanti may generate 1 academy tie per turn at the cost of 3 energy, up to a maximum of 4. You would have to include an upgrade in the building process like pilot barracks or hangar, whihc might cost 20 points in order to ave the ability listed above. Let's assume an energy allowance of 5 per turn for a slow moving gozanti. So, you have to decide whether to give it a fighter complement for 20 points, knowing that for 4 turns of the game you will be spending most of your resources launching fighters. Now, I have no idea if this is balanced or not, but I think it works better than a docking mechanic, while still sort of doing something similar thematically.

You're on the right track, but I don't think the answer is giving people free fighters for the cost of one ship. Either build the cost of 4 base TIEs into the price or simply rule that TIE fighters/interceptors can start the game docked, and as their action during the 2nd or any prior turns may launch (start their movement measuring from the base) from the Gozanti. Otherwise, they're treated as a system (and thus susceptible to damage like any other system) and protected by the ship's shields. Now you have a battle taxi to haul your TIEs into combat while soaking fire from the CR90's and whatever other large ships are out there.

This is a good idea. The Ties start docked and protected until they undock at some point. There should not be a "dock" or "repair" option as it would take to long in real life and is outside of the scope of the game.

So I understand it correctly, fixing a ship where it's docked and multiple people can work on it would take too long, but a droid plugged into the ship, in a stationary position fixing damage all over the ship is totally fine and doesn't take too long?

Lemme guess. You play Rebels.

Nope. Almost exclusively Empire. Still don't like having ships be "repaired", Astromechs aside.

I don't think that the Gozanti needs a docking mechanism. It should have a cost that factors in carrying 4 TIE fighters. The gozanti itself comes with both dorsal and ventral turbolasers.

What I would consider as a carrier/escort mechanic is that up to four ships can be linked to the carrier. What this does is any ship linked counts as the gozanti in terms of crew cards/target locks, things like that. So you have a saboteur card, the linked TIE fighter can activate that action. Or the Darth Vader card can do two Damage to a TIE fighter instead of the Gozanti.

Id also like to see the imperial escort carrier as the Tantive IV analog.

I love the Escort Carrier. Don't forget it has two small single laser turrets on the very front point! You could have it as a normal 3 dice attack for the front arc. I see it as being a ship designed with anti ship and anti fighter since it possesses lots of guns, but perhaps lacking in crew, team and/or cargo options when compared to the nearly equivalent corvette. Perhaps as a trade off you could give it a dial that emphasizes speed or even give the front section of the ship a single green die in exchange for lowered shield and hull values (it is tough as something its size should be but can still only tolerate Wedge shooting it for 15 seconds).