So, because I was hoping for the Gunboat in Wave VII, I didn't post these earlier. However, since FFG elected to use the incredible-looking TIE Punisher for the next wave, I wanted to share all of this!
The Alpha-class Xg-1 "Starwing" Assault Gunboat is easily my favourite non-TIE Imperial ship, courtesy of many, many hours of TIE Fighter and X-Wing vs TIE Fighter. I've been hoping for its eventual inclusion in the X-Wing minis game. However, I grew impatient, and after >9000 hours in MSPaint and the excellent X-Wing EON module, I would like to present the Xg-1 Assault Gunboat. I would sincerely appreciate feedback of any kind, and I'm especially still picky about point costs, but please have a look and let me know what you think.
(edit: Wall of Text beneath the pictures, sorry about that. Feel free to read on for my design thoughts, or just have a look at the pictures!)










I wanted to give it a unique feel, so I decided to incorporate the standard Ion armament as a Primary weapon in additional to the workaday pewpew lasers. I think Range bonuses on a 2-dice Ion attack is a neat thing, and cane give it some real teeth at Range 1 without just mimicking the BTL-A4 Y-Wing title. I did however blatantly steal the A4 two-attack-per-round schtick, because why reinvent what isn't broken?
Now, that said, while I was thinking this all up and rolling dice, I quickly realized that, outside of Range 1, this thing wouldn't really be throwing a lot of damage. So, I took inspiration from my personal experiences with the space sim games I mentioned up top, and tried to incorporate energy allotment/management and rate-of-fire as personal options. I had friends who would never use the Ion cannons unless the mission in the game required it, so for them I have the Enhanced Laser Matrix. You can make your Gunboat hit a little harder, and more accurately, at the cost of only attacking once per turn. Sometimes you want that Range 1 killshot on Fel or Dash, and that's when you divert all available Ion power to the forward lasers! Or, Whisper is lurking at Range 3, and you're not confident of getting any damage through the Cloak/Focus, so you give up your normal laser attack with a precise Ion shot to try and make the next round swing in your favour. And of course if you enter the scrum and have two separate targets in arc and Range 1, you can still choose to use both weapons separately.
However, that didn't fully capture my favourite way to fly the Gunboat, which was always with the throttle fully open and every gun blazing. I decided we needed Fire-Linked Cannons for that one sweet shot with everything you've got once the poor Rebel dog crossed your sights. Instead of being able to attack twice in a round, you only attack once, and always with four dice (no offensive Range bonus). However, if you get even one hit through, you get both damage and an Ion token delivered through. I feel the Agility value modifying damage was what made this click for me, because that really nailed home the feel of dogfighting more- or less-agile ships. If I got behind a B-Wing, that thing was going home in very small boxes as a given; however, if I was trying to chase down an A-Wing or Interceptor, I might get one good shot as we pass each other and then have to circle around again. So, to mimic that, I decided 4 damage minus the green dice rolled by the defender would represent a full-power blast that strikes home while eliminating criticals as a possibility (similar to the Heavy Laser Cannon). The A-Wing might get clipped by the ionizing effect but skim most of the damage (or all of it at Range 3!), whereas a B-Wing or Falcon wouldn't generally have the capacity to dodge all four blasts as they fired again and again. Now, I was worried that might seem too powerful, but I ask you to consider the effect of a 3-Attack ship at Range 1 against a B-Wing. At best, the B gets to block a single die and maybe only take three damage from a good roll. The B might flub the green die and take four damage instead, too! So, the Fire-Linked Gunboat can only ever deal three or even two damage, whereas an A4 Y-Wing at Range 1 (or a vanilla Gunboat using both R1 attacks!) can absolutely stand to deal four damage and an Ion token. What the Gunboat gets out of the deal is rolling four dice to have a strong chance of delivering that damage, which can still only happen if something is in-arc. On the other side of the coin, even if an Interceptor completely whiffs its defense roll, it's still going so fast and presents such a small profile that it only ever takes one damage and an Ion token.
Upgrade slots were hard, because I really didn't want to go overboard or draw too much away from the Primary Ion. I was originally going to give it two Missile slots, but since the announcement of Wave VII and the reveal of the Extra Munitions card (which requires a Torp slot) I decided one Missile and one Torpedo would be a more balanced set of options!
As for the pilots, I'm pretty proud of "Bullrush," who is basically just a reverse Kir Kanos. We've all had that one round where a single Evade result could have changed things, so "Bullrush" has a little flexibility when he's taking fire (to sort of mimic the capacity for the Gunboat to rush headlong into combat).
Dimitrius Zaarin is the Big Bad from TIE Fighter (spoiler alert?) and makes off with a big bunch of TIE Defenders, prompting ace pilots like Maarek Stele (who I absolutely couldn't leave out of this thing!) to resort to older craft like the Assault Gunboat to combat the rogue threat. At least, until the Imperial Missile Boat was crafted to explicitly combat the Defender! Anyway, I wasn't too sure what kind of ability a PS8 pilot might want on something that always has access to an Ion attack, so I sort of borrowed the basic idea of Dace Bonearm.
As for the dial, I wanted something decent but with some pretty significant flaws. I took the HWK and Shuttle dials, made them a bit better, added some green and a 4-K, and called it good. I think aside from those two ships it's the only dial with just one Turn speed. Even if it's red, the Y-Wing can make a 3-Turn if that's really the best move that turn (Unhinged Astro notwithstanding!). To compensate, I gave it greens identical to the E-Wing to represent decent sublight acceleration, although it doesn't want to turn sharply away from its attack run. I debated giving it the 4-Straight at all, but I'm reasonably happy to give it a 4-K for some degree of viability. I feel the dial makes it a little predictable leading up to an engagement, but still reasonably competent and with a decent degree of choice after a K-Turn. In my mind, the dial is begging for an Engine Upgrade, which forces some thought about using the Mod slot for Boost or the other two Xg-1 modifications. Excluding the Engine Upgrade is part of why I think the other two mods are fair at two points apiece.
Anyway, I'm hoping to actually try these out in a match sometime soon! I might actually have to head over to Shapeways to see about that haha. Thanks for looking!


