Stop Gap measure for S&V Epic ships (House rules for S&V GR-75 transport)

By Marinealver, in X-Wing

Death Merchant - a GR-75 medium transport owned by the scavenger Arns Grimraker.

The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.

Vasudra - a Gallofree Yards GR-75 medium transport owned and operated by the Azzameen family.

AZ 380 - a Gallofree Yards GR-75 medium transport in the service of Twin Suns Transport Services and the Azzameen family.

I hadn't noticed GR75 titles didn't say Rebel Only. With a PS4 and an illicit slot, even though crew selections are limited right now, I'm still leaning towards 32 cost. I don't think you have to remove anything to add weapons, it's not like you are trying to keep the mass of the hull the same. At most use one cargo slot for the space of all gunnery chairs perhaps.

I'm still considering title ideas that allow for:

• Crew slot

• Turret slot

• Canon slot

• System slot

• Bomb slots

• non-Huge modifications

• Target Lock action

Current Cargo:

• Backup Shield Generator - spend 1 energy to recover 1 shield

• Comms Booster - remove all stress / assign 1 focus token to that ship.

• EM Emitter - When you obstruct an attack, the defender rolls +3 defense dice

• Engine Booster - spend 1 energy to execute a white Straight 1 maneuver

• Expanded Cargo Hold - draw a damge card from fore or aft Damage deck

• Frequency Jammer - unstressed ship range 1 of jammed ship recieves stress

• Shield Projector - spend 3 energy to force enemy to attack you instead

• Slicer Tools - spend 1 energy to cause stressed ship to suffer 1 damage

• Tibanna Gas Supplies - You may discard this card to gain 3 energy.

• Ionization Reactor - Spend 5 energy / each other ship at Range 1 to suffer 1 damage / 1 ion token.

Illicit Upgrades

• "Hot Shot" Blaster

• Dead Man's Switch

• Feedback Array

• Inertial Dampeners

Current Modifications

Combat Retrofit (GR-75 only. Huge Ship only. )

17251230524_2ab75631b0_c.jpg

I have a bunch of other ideas but I have some chores I have to get to today.

Well as I said I want to keep the card as close the the official GR-75 so that means all stats and point cost should be the same. Trying to rebalance the ship for points isn't really my foray like Maj Juggler. Plus there is the added reason if players do not have the means to print their own card so they can just use the rebel GR-75 pilot card and add 1 illicit upgrade without too much trouble. However if you can make a 30 point pilot skill 3 version of this card then that would be great. ;) (Also the bases I scanned has the 3 pilot skill instead of the 4)

One thing about modification is that huge ships can only take modifications that say huge ship only as stated in the GR-75 and CR-90 rule supplement booklet. So really there is only 1 modification.

Also true that I don't have to remove that much space for weapons but I want to make the combat titles trade in something for the firepower separating them from the support titles. Now with making your own upgrades then yes the skies is the limit. However I want to make the titles fairly simple so to avoid any balance issues or rule questions. Adding in bombs and non-huge modifications where the other huge ships can not.

Now of course I just turned hypocrite by adding in a firing arc on a ship that does not have one. Not to mention that 50 point upgrade for the turret+hardpoint upgrade. However with turrets the small ships have a choice between primary or secondary attack. A huge ship fires as many secondary weapons that they have energy for. So with adding weapons such as turrets you have to add in an energy mechanic.

So here is where I also need your help. Well for one I need to come up with a title for the Vasurda that has some sort of "healing" ability. If you want to add a crew that might be the best title for a crew slot as it was also used to aid the evacuation of Hoth, however not much crew will help it IMHO.

Still the biggest challenge is the Death Merchant title with all that text and how to fit it in a single upgrade card. I might go back to the post and edit it, but when adding a secondary weapon it needs to spend energy to be in the same mechanics as the other huge ships. If you can tell me how many characters or words that you can reasonably fit in on a single upgrade card then I can work from there. Thanks for your assistance. :)

Edited by Marinealver

Painting over Rebel Transport isn't all that interesting to me but here you go:

(I really should be getting to other stuff today, lol)

17850044456_4f2070ece6_c.jpg

Edited by gabe69velasquez

Painting over Rebel Transport isn't all that interesting to me but here you go:

(I really should be getting to other stuff today, lol)

17850044456_4f2070ece6_c.jpg

Thanks, and I understand. You got good talent and under-utilizing it does seem like a waste of time but I do appreciate the picture. (I'm going to round the top corners just a bit before posting it on the front page). At least with the titles we can get a little creative with the Titles.

Ooh, if you want to mess with focus tokens, and simplify Death Merchant a little what about the following?

Death Merchant

Title, Scum Only, GR-75 Only

  • Your upgrade bar loses <crew> <cargo> <illicit>, and gains <hardpoint> <turret> slots, and your fore section gains a forward facing firing arc. You may make an attack with your <turret> secondary weapon from your fore section only. When making an attack, you may spend Energy tokens from your card as if they were Focus tokens.

Extra firepower, and the ability to run a Blaster Turret as a range 1-2, 3 attack gun. Not bad compared to the Quad Laser Cannons, which cost the same to fire at the same firepower and range, and who get to spend extra energy on gunner-type effects. Granted, the Quad Laser would be 2pts more expensive, and that's probably not an unreasonable surcharge to apply to the title - up the title 2pts or so to compensate and you're doing pretty OK. (I figure if you balance the Blaster Turret in a reasonable way, the rest of the turrets should balance out too.)

I've also suggested that you keep one Cargo slot instead of the Illicit. This lets you equip the ship with interesting epic goodies still (Cargos are, after all, one of the coolest things that Epic ships get over normal ones!), and as for the illicit... you've just installed friggin' guns on your transport. That's illicit enough, surely. ;)

Edited by Reiver

Thanks, and I understand. You got good talent and under-utilizing it does seem like a waste of time but I do appreciate the picture. (I'm going to round the top corners just a bit before posting it on the front page). At least with the titles we can get a little creative with the Titles.

Pimpin' out my personal scum GR-75 with the combat retrofit and such...

17699479408_1245d6014e_c.jpg

Tally of changes

+2 hull for combat retrofit

+1 shield for combat retrofit

+1 PS

+1 Energy

+1 Hardpoint

*Target Lock instead of Coordinate

=====

+16 cost

Edited by gabe69velasquez

Ooh, if you want to mess with focus tokens, and simplify Death Merchant a little what about the following?

Death Merchant

Title, Scum Only, GR-75 Only

  • Your upgrade bar loses <crew> <cargo> <illicit>, and gains <hardpoint> <turret> slots, and your fore section gains a forward facing firing arc. You may make an attack with your <turret> secondary weapon from your fore section only. When making an attack, you may spend Energy tokens from your card as if they were Focus tokens.

Extra firepower, and the ability to run a Blaster Turret as a range 1-2, 3 attack gun. Not bad compared to the Quad Laser Cannons, which cost the same to fire at the same firepower and range, and who get to spend extra energy on gunner-type effects. Granted, the Quad Laser would be 2pts more expensive, and that's probably not an unreasonable surcharge to apply to the title - up the title 2pts or so to compensate and you're doing pretty OK. (I figure if you balance the Blaster Turret in a reasonable way, the rest of the turrets should balance out too.)

I've also suggested that you keep one Cargo slot instead of the Illicit. This lets you equip the ship with interesting epic goodies still (Cargos are, after all, one of the coolest things that Epic ships get over normal ones!), and as for the illicit... you've just installed friggin' guns on your transport. That's illicit enough, surely. ;)

Well that is simpler but I don't want players to think that energy can now be treated as a focus token. Still the fact that huge ships can not modify focus results with focus tokens is another reason why I think huge ships have such a firepower problem compared to other ships. Sure Most ships only have 2-3 firepower and not 4-5 but those other ships can modify their focus results where the huge ships can't

Still with the "Death merchant" I would like to use it to make turrets cost 1 energy and blaster turrets cost 2 energy.

Edited by Marinealver

You're right on the inability for Epic ships to Focus hurting their firepower. They usually get around it with Target Lock, which has its own advantages and problems; hence my crazy idea that you could burn extra Energy to boost the ships firepower. It's a twist from the usual, but it's not really excessive. Given the ship lacks the Target Lock action (And being a single-segment ship, hurts for having enough actions to justify using it even if they had it), I figure burning Energy to boost attacks is a pretty good compromise, which leaves them with the same abiity to boost firepower as a competitor who'd taken a Target Lock.

For what particular reason do you want the [Turret] slot to be so expensive to fire? If you leave the energy-as-focus in place, it is comparable to the 6-pt Quad Laser Turret at a 3-die attack for one energy, and remember this ship doesn't have a primary attack - so the Y-wing style turret effectively becomes their main weapon. I can't imagine a Huge ship struggling to find enough 'spare' power to run a gun that 2-attack Y-wings pack without flinching, either. If it needs a balance counterweight, it's probably in charging more squad points for the title.

Energy has a real value - all other tricks aside, it's one action away from becoming an extra HP. I worry that trying to make [Turret] weapons cost energy is going to punish a ship that's got enough headaches on its plate. It only earns 3 energy a round at best, and will probably earn 2 most rounds, remember - the [Turret] weapon is really a support gun on a ship that lacks a free primary attack to begin with, and all the Hardpoints to date are more than capable of slurping 2 energy a turn. If we assume that the Hardpoint gun is meant to be the star of the show here, it might be wise to leave the energy available for it instead. ;)

Edited by Reiver

You're right on the inability for Epic ships to Focus hurting their firepower. They usually get around it with Target Lock, which has its own advantages and problems; hence my crazy idea that you could burn extra Energy to boost the ships firepower. It's a twist from the usual, but it's not really excessive. Given the ship lacks the Target Lock action (And being a single-segment ship, hurts for having enough actions to justify using it even if they had it), I figure burning Energy to boost attacks is a pretty good compromise, which leaves them with the same abiity to boost firepower as a competitor who'd taken a Target Lock.

For what particular reason do you want the [Turret] slot to be so expensive to fire? If you leave the energy-as-focus in place, it is comparable to the 6-pt Quad Laser Turret at a 3-die attack for one energy, and remember this ship doesn't have a primary attack - so the Y-wing style turret effectively becomes their main weapon. I can't imagine a Huge ship struggling to find enough 'spare' power to run a gun that 2-attack Y-wings pack without flinching, either. If it needs a balance counterweight, it's probably in charging more squad points for the title.

Energy has a real value - all other tricks aside, it's one action away from becoming an extra HP. I worry that trying to make [Turret] weapons cost energy is going to punish a ship that's got enough headaches on its plate. It only earns 3 energy a round at best, and will probably earn 2 most rounds, remember - the [Turret] weapon is really a support gun on a ship that lacks a free primary attack to begin with, and all the Hardpoints to date are more than capable of slurping 2 energy a turn. If we assume that the Hardpoint gun is meant to be the star of the show here, it might be wise to leave the energy available for it instead. ;)

It is to make it more on par with secondary weapons that are on epic ships vs normal secondary weapons. To sum it up secondary weapons for

Small/Large Ships

  • Replace primary weapon for attacks
  • Some require actions to use.

Huge Ships

  • Can be used to make more than one attack per turn on different targets.
  • Require energy to use.

Turret upgrades are secondary weapons for small and large ships and were designed for that. That is also why Quad laser cannons are hardpoint instead of a turret option even though the cannon for the Millennium Falcon is modified with Quad laser cannons. If there is a turret secondary weapon I want to bring it into where it acts as a secondary weapon for a huge ship instead of a secondary weapon for a small/large ship.

Also having a weapon that cost no energy to spend might make it more powerful than the other huge ships which is not what I want to do. I want to give S&V a filler for the huge ship roll, yet keep S&V epic focus on the small/large ships.

Now yes energy has value on huge ships as that is what huge ship maneuvers are about for energy management instead of stress management. That is why many cargo upgrades requires energy but that is also why for the combat titles cargo is removed which often require energy.

On to upgrade there is only one type upgrade card that can used by used for both huge ships and the standard small/large ship and that is the crew. Now that being said there are many crew cards that don't work well on huge ships (i.e. Lando Carlisian) and visa versa. Having other upgrades that cross over from small/large to huge and other wise could make for some unintentional consequences such as cards that don't work together.

Edited by Marinealver

...

One thing about modification is that huge ships can only take modifications that say huge ship only as stated in the GR-75 and CR-90 rule supplement booklet. So really there is only 1 modification.

...

...

So here is where I also need your help. Well for one I need to come up with a title for the Vasurda that has some sort of "healing" ability. If you want to add a crew that might be the best title for a crew slot as it was also used to aid the evacuation of Hoth, however not much crew will help it IMHO.

Still the biggest challenge is the Death Merchant title with all that text and how to fit it in a single upgrade card. I might go back to the post and edit it, but when adding a secondary weapon it needs to spend energy to be in the same mechanics as the other huge ships. If you can tell me how many characters or words that you can reasonably fit in on a single upgrade card then I can work from there. Thanks for your assistance. :)

Added (*For Title ideas) to the non-huge modification list. :blink:

Something I don't know if you have considered,

but we don't know if Scum huge ships will get illicit upgrade slots.

I'll do some more research for the Vasurda.

Bacta Tanks are people repair not ship repair, but I'm going to look for something appropriate.

Extra Munitions, Leia Organa, and the Outrider title have the most text that I've seen.

Edited by gabe69velasquez

I feel I am kind of OK with having a Turret end up a GR-75's sort-of-primary weapon, the one thing they can fire for free. If the ship were multi-part, ruling how it behaved on section destruction would have been more problematic; but given they outright explode, we needn't worry about crippling effects. :)

Mostly it ends up being pick-your-primary, and the most versatile (Range 2 3-attack) would end up costing an energy per shot to fire. Everything else on the upgrade slot has tradeoffs, so I think it'd work. Up the cost of the Title if it's potent, but trying to add energy costs to cards that the cards weren't built for just feels a bit too inelegant. And in keeping with the Huge ship ethos, if you want multiple shots, you'll still be spending energy - on the hardpoint weapon, at least.

The energy-to-focus thing is mostly a way to get around not having Target Lock (nor the spare action to use it); I will grant in certain cases it lets you get more firepower than a standard Target Lock would (Namely, spending multiple energy on successive attacks), but if it's an issue the fix to that could be a 'once per round' limit, perhaps.

It's worth noting that the other combat ships have ways to spend energy to boost their attacks (+1 die on the CR-90, a second attack outright for the Raider) though, so I'm still not sure it's a problem.

Either way should prove fun, though.

Edited by Reiver

I feel I am kind of OK with having a Turret end up a GR-75's sort-of-primary weapon, the one thing they can fire for free. If the ship were multi-part, ruling how it behaved on section destruction would have been more problematic; but given they outright explode, we needn't worry about crippling effects. :)

Mostly it ends up being pick-your-primary, and the most versatile (Range 2 3-attack) would end up costing an energy per shot to fire. Everything else on the upgrade slot has tradeoffs, so I think it'd work. Up the cost of the Title if it's potent, but trying to add energy costs to cards that the cards weren't built for just feels a bit too inelegant. And in keeping with the Huge ship ethos, if you want multiple shots, you'll still be spending energy - on the hardpoint weapon, at least.

The energy-to-focus thing is mostly a way to get around not having Target Lock (nor the spare action to use it); I will grant in certain cases it lets you get more firepower than a standard Target Lock would (Namely, spending multiple energy on successive attacks), but if it's an issue the fix to that could be a 'once per round' limit, perhaps.

It's worth noting that the other combat ships have ways to spend energy to boost their attacks (+1 die on the CR-90, a second attack outright for the Raider) though, so I'm still not sure it's a problem.

Either way should prove fun, though.

Indeed and I may just simplify the card just to save text room to where the blaster turret is the only ship that cost energy. True that the other ships with primary weapons have energy but keep in mind that those are combative huge ships. The transport is not a combative ship, it is not even a minimalist ship built around a single weapon. For the combat titles it is more of a gutted transport that had a weapon duct-taped to it.

Keep in mind as a filler option the combat titles are not intended to make the S&V GR-75 transport on par with the CR-90s and Imperial Raiders as much as simply allowing the S&V to build their transport to fill a similar roll that those ships of the other factions fill.

Edited by Marinealver

Anyways well here are some other titles for discussion before I put them up on the OP.

  • Vasudra
Scum only, GR-75 only

7 points +1 energy

Okay before I move on to this one I am stuck between 1 of two options, since the lore had it as transporting medical supplies why not try to give it a medical theme. So here are the 2 options for abilities for the Vasurda title upgrade.

  • During the end phase you may spend 5 energy to discard 1 face up damage card with the Pilot trait on another friendly ship at range 1.
  • During the end phase you may spend 5 energy to flip 1 face up damage card with the Pilot trait face down on up to 2 friendly ships at range 1.
So one acts like a remote determination and the alternative acts as a double bandage.Which ability do you think would be best.

Vasudra

Scum only, GR-75 only

4 points +2 energy

  • All damage cards that may be flipped face down by spending energy need only one energy, or if with dice, by rolling either <hit> or <focus> results.
Edited by gabe69velasquez

Vasudra

Scum only, GR-75 only

4 points +2 energy

  • All damage cards that may be flipped face down by spending energy need only one energy, or if with dice, by rolling either <hit> or <focus> results.
Since WED-15 repair droid costs 2 points I wouldn't make it more than 4.

I was thinking more along the lines of healing other friendly ships which happen to suffer face up pilot critical damage not the transport itself. It is a support ship after all. Going with theme of the bacta it was transporting is made to heal people not fix ships.

Vasudra

Scum only, GR-75 only

4 points +2 energy

  • All damage cards that may be flipped face down by spending energy need only one energy, or if with dice, by rolling either <hit> or <focus> results.
Since WED-15 repair droid costs 2 points I wouldn't make it more than 4.
I was thinking more along the lines of healing other friendly ships which happen to suffer face up pilot critical damage not the transport itself. It is a support ship after all. Going with theme of the bacta it was transporting is made to heal people not fix ships.

The shield projector is a doable thing, and I can see doing damage or sharing focus and other basic stuff because it's combat, but repair of another ship seems like a stretch.

Incidentally, I'm a bit of a perfectionist, and that blank blue was bothering me.

17699479408_1245d6014e_c.jpg

Edited by gabe69velasquez

Vasudra

Scum only, GR-75 only

4 points +2 energy

  • All damage cards that may be flipped face down by spending energy need only one energy, or if with dice, by rolling either <hit> or <focus> results.
Since WED-15 repair droid costs 2 points I wouldn't make it more than 4.

I was thinking more along the lines of healing other friendly ships which happen to suffer face up pilot critical damage not the transport itself. It is a support ship after all. Going with theme of the bacta it was transporting is made to heal people not fix ships.

Yes that's the back story, but can you give me a precedent for that ability, fixing an adjacent ship in combat?

The shield projector is a doable thing, and I can see doing damage or sharing focus and other basic stuff because it's combat, but repair of another ship seems like a stretch.

Incidentally, I'm a bit of a perfectionist, and that blank blue was bothering me.

17699479408_1245d6014e_c.jpg

Repairing other ships does seem like a stress that is why I was thinking about having it only effect Pilot trait critical cards. Still you are right even flipping face-up cards with Pilot seems like a bit of a stretch, how can we explain that the ship landed on the transport got medical treatment on the ship and jump right back into the star-fighter?

Maybe instead of damage we should work on focus tokens and stress removal. We could still go with the evacuation them of adding <crew><cargo> to the upgrade bar although I think that is a bit of a cop out.

I was going to edit out that © FLF © FFG, and I noticed this.

17701772419_0439a3bf5d_c.jpg

Repairing other ships does seem like a stress that is why I was thinking about having it only effect Pilot trait critical cards. Still you are right even flipping face-up cards with Pilot seems like a bit of a stretch, how can we explain that the ship landed on the transport got medical treatment on the ship and jump right back into the star-fighter?

Maybe instead of damage we should work on focus tokens and stress removal. We could still go with the evacuation them of adding <crew><cargo> to the upgrade bar although I think that is a bit of a cop out.


I think you're trying to hard to make it an (what's the technical term) assistive SUPPORT ability. I don't see why it can't be a selfish title.

On the other hand, scanning the lists I made I thought of this.
• Any ship using an illicit upgrade does not receive stress.
• Any ship using an illicit upgrade does not need to discard the card.
• or both. Ships range one to two maybe.

...wait a minute, huge ships ignore stress, so illicit upgrades on a huge ship
...hmmm, perhaps they can give away that stress to an enemy.

Do you really want a huge ship with Inertial Dampeners?
We're talking about a huge ship that can sit still like the Lambda.

If illicit upgrades aren't discarded
• "Hot Shot" Blaster - works better than a regular blaster
• Dead Man's Switch - well perhaps multiplied by energy
• Feedback Array - this could get as interesting as Vader
• Inertial Dampeners - this would just sit there.

Consider this.
The rules say that a huge ship can fire it's primary once per turn.
The rules say that a huge ship can't use regular modifications.
There is now a huge ship that can fire it's primary twice.
Why can't there be some exceptions for scum to use some regular modifications.
Perhaps with the requirement of spending one energy, as everything does

Engine Upgrade - This is similar to Engine Booster but slightly more maneuverable
Shield Upgrade - basically one third of the combat retrofit.
Stealth Device - I don't see any problem with this.
Anti Pursuit Laser - I don't see any problem with this.
Targeting Computer - This just allows for target lock.
Hull Upgrade - basically two thirds of the combat retrofit.
Combat Retrofit - one shield & two hull for 10 points.
Munitions Failsafe - an upgrade for missiles would make this worthwhile
Countermeasures - I don't see any problem with this.
•Experimental Interface - I don't see any problem with this.
Tactical Jammers - I don't see any problem with this.

So I suggest an illicit upgrade that allows for a regular modification but stipulates that if does not allow for a new action or add to stats then it requires one energy to use, something like that.

Edited by gabe69velasquez

Engine Upgrade is the real problem one here; there's no explicit "Boost" action for Huge ships. (True, there's an upgrade that does suspiciously similar, but that's still not technically the same.) Rest look pretty harmless, all told, though EI is maybe a little cheesy - 3pts for two actions, no stress drawback? Hm...

Perhaps a scummy... oh ho ho ho ho. A smuggler transport with a cloaking device, perhaps? You don't get to reposition when you decloak, but 2 evade isn't shabby while you... I guess you don't have attack either, do you. Hmm. This would bear careful thought on what it did, but the idea seems fun. Right? :)

Edited by Reiver

AZ 380

Scum only, GR-75 only

4 points +3 energy

  • Your ship gains the Team upgrade slot and the System upgrade slot.

Advanced Sensors - Actions before Maneuver

Enhanced Scopes - Pilot skill zero for maneuver

Fire Control System - Free TL on defender after attack

Sensor Jammer - change 1 hit results to a eye result when defending

Engineering Team - gain one energy from going straight.

Gunnery Team - spend 1 energy to change 1 of your blank results to a Hit result

Sensor Team - Range 1-5 for target locking.

What do you think? anything broken there?

Vasudra

Scum only, GR-75 only

4 points +1 energy

  • Your ship may equip two different "Large ship only" modifications.

Countermeasures (Large ship only.) - an appropriate +1 agility.

Tactical Jammers (Large ship only.) - huge ships already obstruct attacks.

Edited by gabe69velasquez

Zann Consortium Q-ship

Scum only, GR-75 only

6 points +2 energy

  • Your upgrade bar gains 1 hardpoint and 1 canon upgrade, both use 360° firing arcs. These upgrades replace 1 crew and 1 cargo slot.
Black Sun Arms Dealer

Scum only, GR-75 only

4 points +1 energy

  • Your upgrade bar gains 1 hardpoint and 1 missile upgrade, both use 360° firing arcs. These upgrades replace 1 crew and 1 cargo slot.
Hutt Salvager

Scum only, GR-75 only

2 points +3 energy

  • Your upgrade bar gains 1 Team upgrade and 1 Cargo upgrade. These upgrades replace 2 crew slots.
Kessel Raiders

Scum only, GR-75 only

6 points +1 energy

  • Your upgrade bar gains 1 turret and 1 canon upgrade, both use 360° firing arcs. These upgrades replace 2 cargo slots.

.

.

Some interesting pages.

Edited by gabe69velasquez

Engine Upgrade is the real problem one here; there's no explicit "Boost" action for Huge ships. (True, there's an upgrade that does suspiciously similar, but that's still not technically the same.) Rest look pretty harmless, all told, though EI is maybe a little cheesy - 3pts for two actions, no stress drawback? Hm...

Perhaps a scummy... oh ho ho ho ho. A smuggler transport with a cloaking device, perhaps? You don't get to reposition when you decloak, but 2 evade isn't shabby while you... I guess you don't have attack either, do you. Hmm. This would bear careful thought on what it did, but the idea seems fun. Right? :)

True looking for FAQs on leebo on a huge ship. So far I don't see anything that prevents the "boost" action when using leebo however I can tell you that a huge ship boost is no where near the mobility of a small/large ship boost. The huge ship does have their own 1 straight and 1 bank. I do think that it won't allow for a second ram though. As fo engine upgrade it is stated in the huge ship rules and epic FAQ that huge ships can only take modifications that say " Huge Ship Only" . Otherwise you would have seen more EU on CR-90s

AZ 380

Scum only, GR-75 only

4 points +3 energy

  • Your ship gains the Team upgrade slot and the System upgrade slot.
Accuracy Corrector - minimum 2 hit attack

Advanced Sensors - Actions before Maneuver

Enhanced Scopes - Pilot skill zero for maneuver

Fire Control System - Free TL on defender after attack

Sensor Jammer - change 1 hit results to a eye result when defending

Engineering Team - gain one energy from going straight.

Gunnery Team - spend 1 energy to change 1 of your blank results to a Hit result

Sensor Team - Range 1-5 for target locking.

What do you think? anything broken there?

Putting a team slot might be a good thing to do, it would be better for the armed transports. However the one thing missing is what would it be firing? The GR-75 has no weapon slots and the firing arc had to be added in via title upgrade so everything that has to do with attack to include target lock will be pointless on this.

Vasudra

Scum only, GR-75 only

4 points +1 energy

  • Your ship may equip two different "Large ship only" modifications.
Anti Pursuit Laser (Large ship only.) - extra overlap damage.

Countermeasures (Large ship only.) - an appropriate +1 agility.

Tactical Jammers (Large ship only.) - huge ships already obstruct attacks.

Normal ships upgrades are kept different from huge ship upgrades for a reason. Also with only 3 modifications for large ships only and one of them merely redundant this might not be the best method for a title upgrade.

Zann Consortium Q-ship

Scum only, GR-75 only

6 points +2 energy

  • Your upgrade bar gains 1 hardpoint and 1 canon upgrade, both use 360° firing arcs. These upgrades replace 1 crew and 1 cargo slot.
Black Sun Arms Dealer

Scum only, GR-75 only

4 points +1 energy

  • Your upgrade bar gains 1 hardpoint and 1 missile upgrade, both use 360° firing arcs. These upgrades replace 1 crew and 1 cargo slot.
Hutt Salvager

Scum only, GR-75 only

2 points +3 energy

  • Your upgrade bar gains 1 Team upgrade and 1 Cargo upgrade. These upgrades replace 2 crew slots.
Kessel Raiders

Scum only, GR-75 only

6 points +1 energy

  • Your upgrade bar gains 1 turret and 1 canon upgrade, both use 360° firing arcs. These upgrades replace 2 cargo slots.
.

.

.

Some interesting pages.

Well I haven't made a base with a 360 firing arc.Also since S&V doesn't currently have a ship with a 360 firing arc I don't want to mess around with color editing a rebel/imperial 360 firing arc because I probably won't match the color right. Also the 360 firing arc has to be stated in the fore section. Even the 360 arc of the CR-90 is not 360 as its blue line in the center blocks line of sight.

As for cannon and missile upgrades there is a reason why none of the huge ships have those upgrade slots. It can get very complicated very quickly (which is one of the problems I have with the unique combat title). It is way easier to add in huge ship upgrade slots such as teams, crew, hardpoints and cargo. Now in stating this I realize that this is a contradiction to the S&V GR-75 which adds illicit slots which are small/large ship upgrade slots. Looking at them some how it tends to work alright. Possibly because there isn't that many illicit upgrades so you don't end up with too many upgrade cards contradicting the huge ship ability.

For secondary weapons though there is a significant difference between the secondary weapons of the huge ship and the secondary weapons of the small/large ship. Secondary weapons replace the attack of a small/large ship while secondary weapons on a huge ship require energy to make an additional attack.

So my goal with this kit is to keep things reasonably simple and easy to implement without too much to say. That being said the simple stuff is not always easy and it is easy for interactions between simple parts get complicated very fast. Anyways got midterm exams to study for so I'll be taking a better look at another time.

True looking for FAQs on leebo on a huge ship. So far I don't see anything that prevents the "boost" action when using leebo however I can tell you that a huge ship boost is no where near the mobility of a small/large ship boost. The huge ship does have their own 1 straight and 1 bank. I do think that it won't allow for a second ram though. As fo engine upgrade it is stated in the huge ship rules and epic FAQ that huge ships can only take modifications that say " Huge Ship Only" . Otherwise you would have seen more EU on CR-90s

Putting a team slot might be a good thing to do, it would be better for the armed transports. However the one thing missing is what would it be firing? The GR-75 has no weapon slots and the firing arc had to be added in via title upgrade so everything that has to do with attack to include target lock will be pointless on this.

Well I haven't made a base with a 360 firing arc.Also since S&V doesn't currently have a ship with a 360 firing arc I don't want to mess around with color editing a rebel/imperial 360 firing arc because I probably won't match the color right. Also the 360 firing arc has to be stated in the fore section. Even the 360 arc of the CR-90 is not 360 as its blue line in the center blocks line of sight.

As for cannon and missile upgrades there is a reason why none of the huge ships have those upgrade slots. It can get very complicated very quickly (which is one of the problems I have with the unique combat title). It is way easier to add in huge ship upgrade slots such as teams, crew, hardpoints and cargo. Now in stating this I realize that this is a contradiction to the S&V GR-75 which adds illicit slots which are small/large ship upgrade slots. Looking at them some how it tends to work alright. Possibly because there isn't that many illicit upgrades so you don't end up with too many upgrade cards contradicting the huge ship ability.

For secondary weapons though there is a significant difference between the secondary weapons of the huge ship and the secondary weapons of the small/large ship. Secondary weapons replace the attack of a small/large ship while secondary weapons on a huge ship require energy to make an additional attack.

So my goal with this kit is to keep things reasonably simple and easy to implement without too much to say. That being said the simple stuff is not always easy and it is easy for interactions between simple parts get complicated very fast. Anyways got midterm exams to study for so I'll be taking a better look at another time.

I'm going to keep it short since you're busy. I think you've missed something on the idea of using non-huge weapons upgrade slots in GR-75 titles.

The titles don't have to have an energy capacity bonus, especially if the bonus is zero. Or just as well room can be made for both.This can easily become a title card, just replace the illicit slot symbol and the ability text. Cargo for example instead of illicit.

Hot-shot-blaster.png

That's one way to do it, the other is just as the titles I proposed above but add in the text something like "Each attack requires 1 energy."

As to the 360° for turrets, I was just thinking of a short text wording that turned out to be too simple. It's an easy fix with saying it can fire outside of it's arc instead, like all turrets (and the "Hot Shot" Blaster for that matter) have. Point is if it ignores the arc then you don't need an arc, or a new base with an arc drawn on it. If you want to get technical the CR90 primary has a 304° arc. I can have my GR75 base scanned and check it in AutoCAD if that measurement is of interest to you. But I have to add, the small/large ship firing arcs you've added don't seem right for a huge ship.

• "Add X upgrade, it can attack outside of any firing arcs, spend one energy to use." - this should fit easily on an upgrade card.

...almost forgot

"...spend one energy to attack, in place of a focus token when necessary."

BTW, I didn't miss that you're trying not to make new rules (and yet are), I'd just like to cover the possiblities. Stopping at adding illicit, and not the other upgrades to huge ships just doesn't seem [fair].

Here's a quick edit. Not suggesting this mechanic, just saying "never say never."

17732472958_e4787f9fdb_o.png

Edited by gabe69velasquez

True, I was just following the same template as the titles for the Rebel transport even if it provides no energy gain.

Dutyfree.png

And yes the illicit upgrade is well can be used as a weapon. The Hot-Shot blaster discards itself so there is no need to make that any less powerful or add an energy requirement to use it.

The feedback array surprisingly acts more like a hardpoint weapon on a ship as the ion token takes away 1 energy during the gain energy step. Stopping at illicits seems fairer than others. The illicit add-ons were mainly to make a S&V viable and distinctive from the Rebel GR-75 with minimal adjustments where the Rebels have crew that can work on a transport and scum get dirty tricks that can damage other ships.

Edited by Marinealver

Ioncannongr75.jpg
Zann Consortium Q-ship
Scum only, GR-75 only
6 points +2 energy

  • Your upgrade bar gains 1 hardpoint and 1 canon upgrade, and they can make attacks outside of your firing arc. The canon requires 1 energy to use. These upgrades replace 1 crew and 1 cargo slot.

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gr75.jpg
Black Sun Arms Dealer
Scum only, GR-75 only
4 points +2 energy

  • Your upgrade bar gains 1 hardpoint and 1 missile upgrade, and they can make attacks outside of your firing arc. The missile requires 1 energy to use.These upgrades replace 1 crew and 1 cargo slot.

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jb_rebuild_TRANSPORT_RIGHT_FRONT_UNDER.j
Hutt Salvager
Scum only, GR-75 only
2 points +2 energy

  • Your upgrade bar gains 1 Team upgrade and 1 Cargo upgrade. These upgrades replace 2 crew slots.

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.

jb_rebuild_TRANSPORT_RIGHT.jpg
Kessel Raiders
Scum only, GR-75 only
5 points +2 energy

  • Your upgrade bar gains 1 turret and 1 canon upgrade, and they can make attacks outside of your firing arc. Both require 1 energy to use. These upgrades replace 2 cargo slots.

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.

BrightHope-BTM.jpg
Vasudra ( Unique )
Scum only, GR-75 only
3 points +0 energy

  • Your ship may equip two different "Large ship only" modifications. These upgrades replace 1 cargo slot.

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.

17301028234_de49460e32_z.jpg
AZ 380 ( Unique )
Scum only, GR-75 only
2 points +2 energy

  • Your ship gains the Team upgrade slot and the System upgrade slot. The system upgrade requires 1 energy to use. These upgrades replace 1 crew and 1 cargo slot.
Edited by gabe69velasquez

In case you were wondering:
17927923141_d4bc238634_c.jpg
The blue angle is 69.48° measured and not rounded like the others.
If you measure 1/8" in from the front like the CR90 then the front is 88.56°

I wasn't able to scan mine at a flush angle or fix the 0.6° it was off,
so I used yours to show what 90° would look like from the hole's center.
17953497811_3b26109b34_o.png

Edited by gabe69velasquez