Have Playmates Super Star Destroyer (pics) need stats

By Stormtrooper721, in Star Wars: Armada

I have the Playmates Super Star Destroyer (with lights and sounds) as seen below. Anyone have suggestions for stats and rules?

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Seems a little small when compared to the Victory Star Destroyer.

ssd-2.jpg

Keep in mind the little Star Destroyers in this picture are supposed to be bigger than the Victory Class Star Destroyer in the Core Set.

Someday, when I'm rich, this is the set I plan to get to use as a SSD in my Armada games:

http://shop.lego.com/en-US/Super-Star-Destroyer-10221

At 4 feet long I think it should fit the feels-right-sliding-scale of Armada. :D

Someday, when I'm rich, this is the set I plan to get to use as a SSD in my Armada games:

http://shop.lego.com/en-US/Super-Star-Destroyer-10221

At 4 feet long I think it should fit the feels-right-sliding-scale of Armada. :D

I have one of those still in the box. Maybe this will be the final push I need to build it.

Your SSD is too small.

Next.

Well the 4 ft Lego SSD would be closer (the scale comparison ISD that comes with that set is still smaller than my VSD for this game) but you would have maneuvering issues on a 6'x3' play area.

He didn't ask if it was big enough or not, he asked for help thinking of stats and rules for a cool ship. It doesn't have to be executor, it can be whatever you want it to be.

I would think multiple side arcs would be cool. Shows what a huge broadside from a ship that size could do.

I would count the Executor as a immobile base on the table. Maybe let it turn 30 degree per round. Play as if everything around it is moving fast in comparison. Then break the ship up into sections with each section having it's own damage and shield value.

Your SSD is too small.

Next.

Was wondering how long it would take the scale heads to show up and try to ruin the fun.

I'd like to see what people come up with here, because someday I'd like to run a Battle of Endor game in Armada and having a community-made Executor would go far into making that scenario a reality.

My guess would be to start with adapting X-Wing CR-90s to Armada. Maybe remove the energy mechanic, but separate bases with statted unit cards for both sides might be a good beginning.

Edited by Norsehound

Well stats let's see it has over 2k guns on each side and unlike the ISD and VSD the attacks are more broadside focused. So the forward arc would be more narrow to allow more offense on the sides. My guess would be 2 red and 2 blue in the forward arc, 4 of each color on the sides (yes that is 12 dice close range broadside) and only one black dice in the rear (wiki says almost no protection in the rear). Anti-squadron 1 black dice. Shields 5 on front and sides, only 3 in rear. 16 hull points. Speed 2 max. 4 command, 4 squadron, 4 engineering, 2 brace tokens, and 2 redirect tokens. Base cost is 200 points. How does that sound?

He didn't ask if it was big enough or not, he asked for help thinking of stats and rules for a cool ship. It doesn't have to be executor, it can be whatever you want it to be.

I would think multiple side arcs would be cool. Shows what a huge broadside from a ship that size could do.

But give it multiple firing arcs (like a half dozen on each side of the ship at least) each with a hefty amount of dice assigned to it, as well as an upgrade that lets it fire more than twice per turn as long as it's at different targets.

I'd give it a command rating of 4- it wouldn't be that much slower to respond than an Imperial or other Star Destroyer, but you still want a little bit more lag time I think. Give it a hefty Hull rating, too, but nothing ridiculously impossible to take down. 15-16 hull feels about right to me- I would hesitate to go any higher than that lest you make absolutely impossible to destroy. . Then give it a decent amount of shields in each of its dozen or so hull zones.

It should be tough to destroy, and able to match firepower with several smaller ships at the same time, but it shouldn't be infallible.

Edit: note that I am thinking more in terms of the 4 foot Lego SSD, but most of what I said should scale to the Playmates model fairly well.

Edited by Herowannabe

I could see it getting more than 2 shots per round, maybe something like 2 shots each port/starbord, and 1 shot each fore/aft for 6 total potential shots. Or maybe just 1 shot per side (not 1 per arc).

Would like to see it have overlaping fields of fire on each flank, 2-3 zones sounds about right. Using maybe a 12" long base.

I rather like the idea of a more static base point/objective. But, if it did move, I'd say speed 1 with no yaw. It would need to use a Nav Command to change Yaw to 1 click.

When it overlaps ships, I'd say roll 1 Black Die for each base size the ship being overlapped (1 small, 2 medium, 3 large), and the SSD rolls the same number of Red dice.

I could see it using 2 stacks of command dials, 1 for each flank (or fore/aft). This could be extrapolated to a double sized card for a SSD much like the Epic ships in X-wing. Alternatively, I could also see it using 4+ command dials, as a ship like this would not be quick to react.

Edit : Thinking a bit more about this, using 2 ship cards (a-la Epic X-Wing) would allow for the 4 shots - and if you treat the fore/aft or port/starboard as 2 separate ships for initiative, that would prevent the SSD from being an all powerful entity on its own turn. However, you would have to do something like no NAV commands for the Fore and no Squadron commands for the Aft.

Seems like it has a pretty lame anti-squadron capability, and A-Wings get a free Reroll Defense counter when flying in + double attack dice :P

Edited by JustinKase

I don't know about immobile but it should be a serious pig. You have to plan far in advance to turn something with that kind of mass. So the faster you let it move the more ahead you'd have to plan the turns. Maybe have it need more than one game turn to turn at all and only if it has forward momentum. It could turn in place very very slowly.

I'd go easier on the dice but give it more of an advantage with regards to command dials and command tokens and defense tokens and crew. You don't make it so that the ship can just erase rebel ships (which is what would happen with lots of dice and wouldn't be very fun) but make it very difficult to take down.

Then you also make it a bit of a campaign. With the rebels being able to escape and regroup while the SSD has to keep some of the damage done to it and getting restrictions.

I don't think scale is as important in Armada as it is in X-Wing, that being said, the SSD is supposed to be 21.11 times larger than a Victory-I Class SD, so that model is a lot off scale.

What I can see for Armada is printing out a vinyl mat with a high resolution photo of a SSD. Something like this: http://fractalsponge.net/wp/?p=155

Then use that as the backdrop to a battle. It should be about 4 to 5 feet long to be in scale, so you could run a whole Armada game on top of it.

Your SSD is too small.

Next.

Was wondering how long it would take the scale heads to show up and try to ruin the fun.

I'm a scale head with pride. Just to ruin your dreams.

A SSD has to be ... I don't know .... twice as long?

Twice as long. Thats it. Consider that I have full support of all scale heads.

Edited by TheRealStarkiller

Someday, when I'm rich, this is the set I plan to get to use as a SSD in my Armada games:

http://shop.lego.com/en-US/Super-Star-Destroyer-10221

At 4 feet long I think it should fit the feels-right-sliding-scale of Armada. :D

I have one of those still in the box. Maybe this will be the final push I need to build it.

I have it and it is a great build looks great too, just wish i could afford the 10030 set...

Your SSD is too small.

Next.

Was wondering how long it would take the scale heads to show up and try to ruin the fun.

I'm a scale head with pride. Just to ruin your dreams.

A SSD has to be ... I don't know .... twice as long?

Twice as long. Thats it. Consider that I have full support of all scale heads.

A scale head with pride that gets the wrong size.... but gotta love the signature line rofl.

On point for the playmate SSD, gotta say that will be fun to play With as you balance it out. An imperial at heart, I tend toward the EU state line with hundreds of guns and launchers, but I have to remember that an A wing killed it so yeah.

Maybe try this for size (keeping it simple):

Hull sections:

6 total. Wide front an rear arcs like the VSD has. However, due to the length of the ship, have each broadside split into 2.

Shields:

▪ 5-6 per hull section. Personally, I would have it such that the ship would automatically generate 1 shield per round just to reflect the massiveness of its shield generators.

Health:

15 was mentioned earlier and I agree this makes the ship sturdy but killable. Could split this between the 3 front (7) and 3 rear (8) hull sections.

Weaponry:

If the ISD has 3R 2blu 3blck front attack, I think the SSD should have 5R, 4blue, 2black. This gives it 3 more dice with is a fair step up in power, just like the step up from the VSD to SSD. Similarly, the broadsides should have 3 red, 2 blue, 2 black.

Command:

Ooh this could be fun, since the ship is so large, you can do so many things. It could be 5 command, or maybe two stacks, one for the front three sections and one for the rear three. The front wouldn't use navigate. Repair would only work for the front or rear respectively and the corresponding shields.

Squadron:

4

Engineering Value:

Using the split command idea, I think the front should have 4 (smaller triangle part lol) and the rear should have 6 (engineering rooms and engines etc).

Movement:

I like immobile, but maybe one speed max? Probably straight only.

Special rules:

The ship is so large, I think if it attacks from its broadside, both mid sections can fire at the same or different targets at the same time. Essentially 4 attacks rather than 2, but can only fire from the broadsides, so no fore or rear attacks. Should definitely get an Piet or Darth Vader card.

Maybe I should use this???

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Maybe I should use this???

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Thats better by far.

Have fun.

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Now I want to watch JAWS

Was reworking my ideas into something more coherent as a response to a similar thread on the BGG forums - figured I may as well post it here too :P

I picture something like the SSD being equivalent to the Epic scale CR-90/Raider in X-wing. So I would draw it up as having 2 Ship Cards, Fore and Aft sections. Though, I'd only use the standard damage deck for it instead of a specialty deck.

The 2 sections would activate as individual ships, this breaks up the SSD initiative so it isn't an overwhelming force (no pun intended) during its activation.

I'd let each ship have 2 shots still (from different hull sections) and I'd have fire arcs setup so there would be side arcs on both halves, and then fore and aft on the relevant sides. Might even have multiple side arcs in the aft section. Would like to see it have overlapping fields of fire on each flank.

I could see it using 2 stacks of command dials, 1 for each card. However, you would have to do something like no NAV commands for the Fore and no Squadron commands for the Aft. Or just have the Nav command represent something different for the Fore.

For Defense Tokens - there appears to be a new special defense token in the ISD and Home one sets, whatever that is, this ship should get one on the Aft card wink.gif Then it should get 1 brace for impact on Fore and Aft, and 2 shield redirects for Fore and Aft.

Shields should be high, ISD is 4/3/3/2, VSD is 3/3/3/2. SSD could be 6/4/4 on Fore and 4/4/4 on Aft. Could have a card title that allows free redirects on Fore Port to Aft Port and Fore Starboard to Aft Starboard shield redirects.

Command value 3 on each, which means 6 dials.

VSD has 3 Squadrons, ISD has 5. Depending on if both sections or only 1 section could command squadrons, I'd offer up different values. If it was just 1 section that could give squadron commands, then I'd give it an 8. If it was Fore/Aft, then I'd split it Fore 3, Aft 6.

Engineering would be 5 on both. With the ability to spend half the granted value (round up) from one section into the other. But they could only do repairs on 1 card, not split between cards. So, on a Repair command, the Aft could spend its 5 to do 3 repair points to the Fore. On a Repair token the Aft could spend its 3 to do 2 repair point to the Fore.

Hull value - ISD is nearly twice the physical size of a VSD, but barely 1.5 the hull value (ISD 11, VSD 8). But even using those ratios, the hull value of the SSD would be ridiculously high. I'd do something like Fore 12 Hull, Aft 16 Hull.

Current base sizes are:
Small, 41mm x 71mm
Medium, 61mm x 102mm
Large, 76mm x 129mm

So I could see the SSD using 89mm x 154mm.

I can't see it moving fast, so maybe speed 1 with no yaw. It would need to use a Nav Command to change Yaw to 1 click. Possibly even Speed 2 no Yaw without Nave Command.

Should have special collision rules, maybe it deals 2 damage but only takes 1. That being said, I'd prefer that when it overlaps ships, I'd say roll 1 Black Die for each base size the ship being overlapped (1 small, 2 medium, 3 large), and the SSD rolls the same number of Red dice.

Anti Squadron should be as good as or better than ISD (which gets 1 Blue and 1 Black). I'd say give it 2 Black - which reduces the effective range against fighters, but allows it to potentially pour on the damage.

Though it seems like it has a pretty lame anti-squadron capability, and A-Wings get a free Reroll Defense counter when flying in + double attack dice wink.gif

Attack values should be better than the ISD, which is 8 dice fore, 4 on sides, 3 to rear.

Fore Front Arc, 5 Red, 4 Blue, 4 Black
Fore Side Arcs, 3 Red, 2 Blue, 3 Black
Aft Side Arcs, 3 Red, 3 Blue, 2 Black
Aft Rear Arc, 2 Red, 2 Blue, 1 Black

I'd give the side arcs sloped arcs - something like the Raider for X-wing.

Re: Justinkase:

I really like the vast majority of your suggestions. Like, really like them. I think we're getting really close to a workable SSD here. A couple things I would do differently:

Fore/aft zones:

A few people have suggested this now, and I really like your implementation of it, and I think I've figured out how to handle having nav commands in both command stacks. First, the Aft zone controls the forward speed. 1 or 2 max, no yaw adjustments allowed, even with a nav command. Then, the fore zone controls the yaw and ONLY the yaw. Unlike other Armada ships you wouldn't be able to adjust it freely every time you move, but would have to use nav commands to increase/reduce your rotational speed. It would range from 1 counterclockwise (or 2, depending on the size of the model you're using) to 0 to 1 (or 2) clockwise. When resolving the front zone's movement you hold the back of the base still, using it as a pivot, and rotate the front of the base left or right as appropriate the distance on your speed dial. This I think would allow the SSD to be mobile but still represent what a behemoth warship it is.

Engineering:

I would drop the ability for one zone to make repairs in the other zone. It just needlessly makes things more complicated, and doesn't make any sense fluff wise. Why would the engineers in the back of the ship be able to make repairs on front sections of the ship that are literally kilometers away from them?

Base size:

I think your base size is WAY off. That's not even 2x the size of a VSD. I would aim for something 3x the length of a large base ship, at least.

Attack dice:

I don't think the armament ratings of the SSD need to be that high. It's main offensive strength lies in being able to fire 4 times per round instead of 2. I would probably set it at something like 3 red, 3 blue, and 4 black for front zones, and 3/3/2 for sides. Your suggestion of 2/2/1 for the rear zone feels good to me. Your 2 black anti squadron armaments feel good too.

@Herowannabe

Thank you, glad you like.

Very elegant solution to the Nav command, I like that :) Then the Fore command token could be saved for a Yaw command as well. Liking this.

Engineering : Fair enough. I was initially thinking of it more as some teams would be in that middle zone area, and could move to help as needed. But I could see it work either way. Maybe something in between, where an Engineering Command could be spent as a Token for the other half of the ship. So, even though the commands are coming from a sub-commander in the Fore of the ship, they could still be directing the activities of the Aft Engineers.

Base : I was originally thinking around a 12" base, but that was going to lead to a lot of collisions and overlaps. Was also thinking that at setup it would prevent too many obstacles from being placed. Plus in scenarios you would potentially be covering 2 objective points. So I went with about half the size (6" long / 154mm). What about upping it to 8" long (120mm x 204mm)? That would make the base size twice the size of a VSD base, but it wouldn't be 1/3 of the way across the table ;)

Attack Dice : Yeah, those attacks are a bit high, plus they could be bolstered with upgrade cards to terrifying levels :P I like the numbers you have for the sides, but I think the Fore could use just a little more juice. Maybe 4/3/4? This is essentially 1 die better in each range zone than an ISD. Alternatively, 5/3/3 for the B model ;)

All of that sounds reasonable- except that I'm still of the opinion that a SSD ought to stretch a third of the way across the map. At least ;)

Re: engineering: that's not a bad idea. In fact, why not make that universal for any of the command dials? When you convert a command dial into a command token you may assign it to either section of the ship. Could be done as a native rule, or perhaps as an upgrade or crew card.

Edited by Herowannabe