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

By Marinealver, in X-Wing

Armed Q-Ship (Click HERE for the Scum GR-75 base with the forward firing arc)

Scum only, GR-75 only

10 points +0 energy

  • Your upgrade bar loses 1 <crew> and 1 <cargo> slot and gains a <hardpoint> slot. Your fore section gains a front facing 90 degree firing arc.

Battering ram

GR-75 - 30

Q-ship - 10

Quad laser cannons - 6

Expanded cargo hold - 1

Deadmans switch - 2

49

Snipership

GR-75 - 30

Q-ship - 10

Combat retrofit - 10

Single Turbolaser - 8

Backup shield generator - 3

Expanded cargo hold - 1

Inertial dampeners - 1

63

Better Rammer

GR-75 - 30

Q-ship - 10

Intelligence Agent - 1

Quad laser cannons - 6

Ionization Reactor - 4

Engine Booster - 3

Deadmans switch - 2

56

Marksman-Q-ship

GR-75 - 30

Q-ship - 10

Mercenary Copilot - 2

Combat retrofit - 10

Single Turbolaser - 8

Slicer Tools -7

Backup Shield Generator - 3

Inertial dampeners - 1

71

Are you dangling a carrot here to suggest you might add non-hardpoint upgrades to a title in the kit, after you play test the simpler Q-ship version before going on to a full on combat version? I'd be disappointed if there wasn't a turret, missile, or canon version as I consider it more scum-like than the more common hardpoints. Give me some hope and tell me which "full-on combat" version you might test thirdly?

Edited by gabe69velasquez

Are you only going to add titles to the kit you are making, or are you open to other cards. Since they just spoiled Emperor Palpatine at 8 points and added the two crew slot requirement precedent, I took a second look at Jabba the Hutt and I'm wondering what you might cost this card at.

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Edited by gabe69velasquez

Are you only going to add titles to the kit you are making, or are you open to other cards. Since they just spoiled Emperor Palpatine at 8 points and added the two crew slot requirement precedent, I took a second look at Jabba the Hutt and I'm wondering what you might cost this card at.

18150947152_07fd05f174.jpg

That is a good card but I don't want to make cards that will obviously be made by FFG themselves. Even if it is supposed to go away once FFG gets around to S&V epics. But yeah Jabba is definitely a 2 crew upgrade. Might even be 3. So out of curiosity what will Mon- Martha's card look like?

I'm going to try this a different way.

Which one of these doesn't belong?
1) a one gun frigate.
2) a one gun corvette.
3) a one gun Q-ship.
4) a one gun transport.

My point is, you're going to make a Scum & Villainy GR-75 kit

and make one straight conversion and one Q-ship conversion,

but I don't believe the title "Q-ship" belongs on a one weapon ship.

Does this escalation seem reasonable to you?
a) Scum GR-75 Transport (unarmed)
b) Scum GR-75 Heavy Transport (unarmed, retrofit)
c) Scum GR-75 Armed Transport (one weapon)
d) Scum GR-75 Heavy Armed Transport (one weapon, retrofit)
e) Scum GR-75 Q-ship (2 weapons)
f) Scum GR-75 Heavy Q-ship (2 weapons, retrofit)

Edited by gabe69velasquez

HM Armed Smack Inverlyon one of the first Q-ships.

armament one 3-pounder (47mm) or one 6-pounder (57mm) gun.

Now I understand what you are trying to say. Q-ships were meant to lure in submerged(otherwise cloaked) ships then open up so having an autoblaster turret would make more sense than having a single turbolaser.

Still it has yet to be determined if the concept is viable until I (or anyone else) has play tested it yet. So I don't know how this design will work. In theory it could be debated over the forum but the debate will never be settled until it is put to practice on the mat.

Now I am thinking of a Unique title for a Q-ship conversion (with the turret and hardpoint for 50 points). Still the trick is to get all the text to fit on a single title upgrade card. I may have to make a unique modification with the rules can only be played on a ship with the title Armed Q-ship (or whatever we decide to name it) which will add the 2 hull and shields as well as the turret.

But if you want to know what my plans are well here is the abstract.

1st set of titles. The 3 illicit non unique title, the unique slave transport with one crew upgrade from out of faction, and the simple non-unique (1 hardpoint )Q-ship

the 2nd set of titles, another unique title the Vervurda (non-q-ship), and a unique q-ship title with (turret & hardpoint upgrade that will put its cost just under to 2 armed huge ships)

Edited by Marinealver

You keep saying 50 points and I'm just not getting it.

Unless you mean 30 for the ship and 20 for the title.

Take a look at the V-49 Decimator.

It has 3 weapons, more hull, and the PS3 is only 40 points.

And it's also one card, so as I said before, I'd sooner add the difference

between the CR90 fore and the CR90 aft, to the one with the higher cost.

(50-40) + 50 = 60 total. So with everything a 30 point title.

Doesn't that sound more reasonable?

Well I have to test out the simple Q-ship first before I start making the unique "turn huge support-ship to legit gunship" title. But yes even with combat retrofit the GR-75 is a far worse deal than a Patrol leader, it is just that all the huge ships are not that powerful and they are supposed to be the rulers of epic.

It depends on how well the raider works. Right now I am trying to compare them to the other epic ships not the ones in standard. Incidentally I want to have the kit ready right around the launch of the raider where S&V will be the ones left out. So I guess I am shooting for within a month after the raider is released (and not a special presale Gen-con release but the actual release.) which gives us some time.

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I did a lot of touching up of the moons originally, but I guess not enough on the larger,
since you felt you needed to point it out. All dense bare moons are pretty much
going to look a lot alike though. There are several other touch ups in this version.
One with two suns would be a completely different background.
I'll consider it but this very minute I don't feel like doing that much work on the same card again.

This is the title card with the better wording I was talking about:
17451263983_a3fc2e7418_n.jpg

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I did this just to play with the Azzemeen family crest
but the ability needs some rewording energy wise.

... I've been having second thoughts about the Azzemeen Family, since Antan Azzameen joined the Imperials and Ace & Tomaas Azzameen joined the Rebels eventually. But then again Boba Fett and other bounty hunters in Scum & Villainy were working for Vader at one point, so I don't know.

Business is Business I guess.

Edited by gabe69velasquez

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

Well with the black market transport putting 3 feedback arrays can make for some attacks. However as for the firing arc on a transport I need to play test it first. I'm seeing if I can get them included in an epic playtrhough at a local store first to see how they work.

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

Well with the black market transport putting 3 feedback arrays can make for some attacks. However as for the firing arc on a transport I need to play test it first. I'm seeing if I can get them included in an epic playtrhough at a local store first to see how they work.

I won our game with the GR75. Her Decimator (with Palpatine) lost it's last hull from Feedback Array. And the transport also got a lucky collision on Vader because of Engine Booster. Good synergy with Comms Booster and Kavil's Blaster Turret.

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

The Quad Laser Cannon is range 1-2 and Ion Cannon Battery range 2-4.

But I agree a few turrets requiring one energy each would be cool.

Edited by gabe69velasquez

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

Well with the black market transport putting 3 feedback arrays can make for some attacks. However as for the firing arc on a transport I need to play test it first. I'm seeing if I can get them included in an epic playtrhough at a local store first to see how they work.

I won our game with the GR75. Her Decimator (with Palpatine) lost it's last hull from Feedback Array. And the transport also got a lucky collision on Vader because of Engine Booster. Good synergy with Comms Booster and Kavil's Blaster Turret.

Rather than put a range 3-5 main gun what about 2 or 3 turrets for anti-fighter work? My logic for this is fighter patrols would intercept the "Q" and force it to a friendly base or order it to heave to and wait to be boarded by a following patrol vessel. Any thoughts?

The Quad Laser Cannon is range 1-2 and Ion Cannon Battery range 2-4.

But I agree a few turrets requiring one energy each would be cool.

This was the list with the Most Wanted Y-wings and Z-95 pilots right?

Kavil — Y-Wing 24

Opportunist 4

Blaster Turret 4

R4-B11 3

Ship Total: 35

Drea Renthal — Y-Wing 22

Ion Cannon Turret 5

Unhinged Astromech 1

BTL-A4 Y-Wing 0

Ship Total: 28

N'Dru Suhlak — Z-95 Headhunter 17

Opportunist 4

Ion Pulse Missiles 3

Inertial Dampeners 1

Shield Upgrade 4

Ship Total: 29

Kaa'To Leeachos — Z-95 Headhunter 15

Push the Limit 3

Inertial Dampeners 1

Shield Upgrade 4

Ship Total: 23

GR-75 Medium Transport — GR-75 Medium Transport 30

Intelligence Agent 1

WED-15 Repair Droid 2

Backup Shield Generator 3

Engine Booster 3

Comms Booster 4

Feedback Array 2

Ship Total: 45

115+45=160.

Versus

Palpatine in a Decimator

Two royal guards

and Vader in a new TIE advanced.

160

Yes. Why?

There was a rematch demanded of course.

But I won't use the same build. I'm considering the GR75, with 5 Headhunters and Kavil.

Edited by gabe69velasquez

A second victory.
GR75, Kavil, N'dru, Kaa'tos, 2x Black Sun soldiers.

The Scum GR75s support of Kavil is awesome.
With Kavil's ability and Opportunist his Blaster Turret rolls 5 dice out of arc,
with a spare focus token if the Scum GR75 is close by.

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For a third battle I think I should try a title card.

I can't decide on which, and I'm leaning towards making my own.

But I don't like the idea on the current version of the T WIN S UN T RANSPORT S ERVICE .

Someone has to have a better idea than me.

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One of the things that bugs me about Epic ships is that you can't assign focus tokens to them, and lucky Rebels, they have Han Solo, so I'm bouncing around a focus related ability currently. But I'm still leaning towards a Cargo related idea since it's a "Transport Service."

Edited by gabe69velasquez

For a third battle I think I should try a title card.

I can't decide on which, and I'm leaning towards making my own.

But I don't like the idea on the current version of the T WIN S UN T RANSPORT S ERVICE .

Someone has to have a better idea than me.

18653530625_a94d03bdc0.jpg

One of the things that bugs me about Epic ships is that you can't assign focus tokens to them, and lucky Rebels, they have Han Solo, so I'm bouncing around a focus related ability currently. But I'm still leaning towards a Cargo related idea since it's a "Transport Service."

Trade your Illicit slot for extra cargo space?

Trade your Illicit slot for extra cargo space?

I realize I may be treading too close to Black Market with this title card, I have to steer away from gaining illicit slots. I might consider replacing an illicit or cargo slot with the option to use large ship modifications. I guess part of the point of the kit is to not steer to far away from standard Epic rules. It would probably help to review those.

If the title card doesn't give it weapons then it will remain a support role ship and so should have a supportive ability. So I've given my self some guiding directions to head towards.

Edited by gabe69velasquez

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Is this excessive?
I cut it down a lot. It used to be within range 2,
any ship, any time, and +2 energy.

Edited by gabe69velasquez

I unfortunately have nothing to add, just wanted to say you guys are doing a great job here. Really looking forward to the final product.

I unfortunately have nothing to add, just wanted to say you guys are doing a great job here. Really looking forward to the final product.

Ditto!

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I gotta tell you, after doing this little test,

I'm not so sure hardpoints are right for this ship,

LOL!

Well printed out the tile with the Scum firing arc on cardstock. Comes out fine.

IMAG0142.jpg

Due to printing the cardstock is thinner than the cardboard tiles, but it is thin enough to fit between the pegs and over the tile. I may try to get some cardboard to actually get it as a replacement tile instead of an overlay. (also the cardstock has a yellowish color :( )

IMAG0143.jpg

Still looking for art for the armed Q-ship and try to make that a title upgrade card. Might be able to talk some players in the store into playing a game with or against this.

Edited by Marinealver

Just last night we finished a game with a Q-ship variant. It was the third game with a Scum GR75, and I was only able to do the rematch playing the opposing side by conceding the use of weapons. I said pick any two weapons you want, and I ended up fighting against a GR75 with a Blaster Turret and a Single Turbolaser battery. It was a very close game, in that I had one hull left on my Decimator (PS8) when I took out the GR75, but then Kavil (PS7) finished it off and won the game.

It was very easy to stay out of the GR75's front arc, and when I slipped into it I was almost always closer than range 3 on the Single Turbolaser. Because of this I recommend the broadside arcs like the secondaries for the CR90, or a turret like the CR90 primary, which only goes up to the blue line anyway, and which I mentioned before is a 290 degree arc.

If you consider the comparison of an attack transport with the CR90 or Raider the appropriate one, then you will consider those ships arcs the ones to be emulated, not the average large ship's arcs.

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Well printed out the tile with the Scum firing arc on cardstock. Comes out fine.

IMAG0142.jpg

Due to printing the cardstock is thinner than the cardboard tiles, but it is thin enough to fit between the pegs and over the tile. I may try to get some cardboard to actually get it as a replacement tile instead of an overlay. (also the cardstock has a yellowish color :( )

IMAG0143.jpg

Still looking for art for the armed Q-ship and try to make that a title upgrade card. Might be able to talk some players in the store into playing a game with or against this.

I recommend the heaviest photo paper you can get, which for me is 72 Ib (270 g/m 2 ), and printed off to one side you can glue the other half to the bottom to double its strength.