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

By Marinealver, in X-Wing

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 the turret and hardpoint is for the Unique Death Merchant upgrade. The Q-ship just has a harpoint and a front facing firing arc. For me placing a front facing firing arc is simple as I just take one of the Aggressor and put it in front which fits perfectly.

Still working on the Q-ship. For the Armed Q-ship I think it should read

Armed Q-ship

10 points Energy + 0

Scum Only, GR-75 only

  • Your upgrade bar loses <crew><cargo> and gains <hardpoint>. Your fore section gains forward firing arc.

As for the Death Merchant

  • Death Merchant (unique)

50 points Energy + 2

Scum Only, GR-75 only

  • Your upgrade bar loses <cargo><cargo> and gains <hardpoint><turret> and your for section gains forward firing arc. Turret upgrade secondary weapons replace header with [Attack: Energy] and you must spend 1 energy from pilot card when making an attack from fore section only. When instructed to spend focus spend energy from pilot card.

Still a mouthful but I think this gets the turret weapon to function like a secondary weapon on a huge ship.

As for the Vasurda which is a support ship not a combat ship

  • Vasurda

4 points Energy + 1

Scum only, GR-75 only

  • Whenever you reveal a 4 straight maneuver gain 1 energy in the gain energy step.

So for this I decided something simple should be good for the Vasurda giving all of the maneuvers energy may do some good.

So you dropped the degrees of the firing arc reference in the combat title rather than admit it's was wrong, and now you're telling me the easiest graphical thing for you to do makes it the most correct.

After all the graphical help I've given you, after all the arc graphics I've provided, that's going to be your cop out excuse? your own graphics ability? I could not assume the simplest, easiest thing is the most correct.

So I'll say it again, given you are using an 83 degree Large ship base arc, and Huge ship arcs are bigger, I think your easy version is wrong.

*Obviously none of these arcs have anything to do with turret upgrades, but the 291 degree arc helps to visualize the blue line limit.

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I made this card for my own use and I won't be editing it.

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This last set of arcs is based on my own battle experience with a hardpoint armed GR-75.

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Edited by gabe69velasquez

Remember that turret upgrades don't need firing arcs. This is only for the hardpoints. I really like the artwork and the name Kessel Raider Q-ship.

For the turrets I am thinking of putting it on the unique title (The Death Merchant) that gives it a firing arc and attack capability. Also giving the death merchant the team upgrade so giving it access to the gunnery team or engineering team to give it a boost when attacking other ships.

I really like the artwork for the Kessel Raider Q-ship.

Update: Added titles Vasurda and Death Merchant to first post.

Cool ideas in this topic.

I'd make two versions of the armed transport:

Version 1: Each section gets a turret upgrade slot

Version 2: The front section gets a hardpoint and an extended firing arc like in the post above.

Cool ideas in this topic.

I'd make two versions of the armed transport:

Version 1: Each section gets a turret upgrade slot

Version 2: The front section gets a hardpoint and an extended firing arc like in the post above.

There will be 3 Support titles and 2 armed titles. Each will have a single non unique while the rest will be unique. The Armed titles will include a front facing firing arc that can be printed out on the first post.

Support titles

Black Market Transport

  • The Bloody Credit
  • Vasurda

Armed Titles

Black Sun Escort Q-ship

  • The Death Merchant

Once all the cards are complete I will compile this into a kit and release it on a new thread and also posts like board game geek and team covenant.

Edited by Marinealver

what about a scum and empire Tantive?

what about a scum and empire Tantive?

Well the Imperial Raider is going to take the place of an Imperial Tantive when it comes out (which is when this kit should be available.)

As for a Scum Tantive yes it could be argued that Scum had any armed civilian ship that was available to include CR-90 Corlerain corvettes. However for this kit is going to have armed versions of the GR-75 transport to fill that gap. At least until FFG releases a proper epic expansion pack for the 3rd faction. Then this kit will be obsolete.

Update: Posted Black Market Transport Title.

Edited by Marinealver

Update: Added the Black Sun Escort Q-ship (the non-unique armed title) finishing the first part of this kit just in time for the Raider to be released. I will finish the other two titles and complete this kits hopefully around the time the Raider is out for retail.

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Edit forgot to change the point value to 10.

Edited by Marinealver

...Y'know, Epic firing arcs don't fit the standard weapons arc anyway.

You could give the Q-ship a 180 degree arc, and there'd still be a blind spot you could park an Exogorth in... ;)

...Y'know, Epic firing arcs don't fit the standard weapons arc anyway.

You could give the Q-ship a 180 degree arc, and there'd still be a blind spot you could park an Exogorth in... ;)

True, I am looking into seeing if I can copy the Gozanti firing arc on the base somehow. Still there will be another title in the making that helps the GR-75 with a combat role. I hope to get that finished right around the time the Raider is in full retail release. But the cool things is that you can take 2 of these for around 100 points leaving 200 points worth of fighters on the table. Now I know very few people have purchased two rebel transport expansion packs and I'm not one of them. Still the options are there.

Yeah, I like the Q-ship plenty; it's just that wider arc and then it'll be away laughing.

The Death Merchant still feels excessively clunky, in a FFG-would-never-be-that-wordy kind of way, but I can see what you're going for.

Perhaps the trick is a new upgrade to take some of the words out?

Outlaw Technicians:

(Team, 6pts, Scum only)

When attacking, you may spend 1 Energy as if it were a Focus token.

It's compulsory for Blaster turrets, but useful with other attacks, too. Given they lack the Target Lock action to make firing worthwhile elsewhere... eh, it might be decent. :)

Yeah, I like the Q-ship plenty; it's just that wider arc and then it'll be away laughing.

The Death Merchant still feels excessively clunky, in a FFG-would-never-be-that-wordy kind of way, but I can see what you're going for.

Perhaps the trick is a new upgrade to take some of the words out?

Outlaw Technicians:

(Team, 6pts, Scum only)

When attacking, you may spend 1 Energy as if it were a Focus token.

It's compulsory for Blaster turrets, but useful with other attacks, too. Given they lack the Target Lock action to make firing worthwhile elsewhere... eh, it might be decent. :)

Yup the death merchant is the most challenging title to make. There are lots of upgrade cards that have many words but not that many so I have to figure out a way to clear it up a bit so that it fits on the card in a way that FFG would print a card.

Those 2 titles are what I am going to include and hopefully next week when the raider is out those cards would be complete and not look like a mess like they do now.

Hence my suggestion that we split the text (effectively) into two cards. :)

Else you might have to treat the turret as a primary weapon and skip the energy costs, sans range bonuses. That cuts the text down big-time.

Death Merchant (unique)

50 points +2 Energy

Scum Only, GR-75 Only

  • Your upgrade bar loses <cargo><cargo> and gains <hardpoint><team><turret> and fore section gains a firing arc. Turret upgrade header changes to Attack [Energy] and you must spend 1 energy from ship to make an attack from fore section only. When instructed to spend a focus token spend one energy from ship instead.

I think this could be simplified in a few ways. Mentioning the firing arc on the card seems unnecessary - just include a base token thing. I would change the clause about using energy to attack to something like "When attacking, you may treat energy tokens as focus tokens. You may not modify dice using energy tokens." This would allow you to activate turrets, but not change rolls.

Really, this card just needs to be a different pilot card. All of these effects would be easier to do if they didn't have to be on a title card.

Hence my suggestion that we split the text (effectively) into two cards. :)

Else you might have to treat the turret as a primary weapon and skip the energy costs, sans range bonuses. That cuts the text down big-time.

It would be easier with two cards but I also want this title to be usable with Combat retrofit as it transforms the support ship into a combat ship.

Death Merchant (unique)

50 points +2 Energy

Scum Only, GR-75 Only

  • Your upgrade bar loses <cargo><cargo> and gains <hardpoint><team><turret> and fore section gains a firing arc. Turret upgrade header changes to Attack [Energy] and you must spend 1 energy from ship to make an attack from fore section only. When instructed to spend a focus token spend one energy from ship instead.

I think this could be simplified in a few ways. Mentioning the firing arc on the card seems unnecessary - just include a base token thing. I would change the clause about using energy to attack to something like "When attacking, you may treat energy tokens as focus tokens. You may not modify dice using energy tokens." This would allow you to activate turrets, but not change rolls.

Really, this card just needs to be a different pilot card. All of these effects would be easier to do if they didn't have to be on a title card.

It would, and I am trying to include it all on a pilot card. I may just drop the turret all together and give it a second hardpoint with the energy gain. Come to think of it looking at the recently spoiled Gozanti Assault Carrier is making me rethink completely how I want to alter the GR-75 to more of a combat role. Also the illicit slot does allow for some 360 attack deterrent protection something that none of the huge ships have.

Okay here is the new death merchant title I am thinking of (still 50 squadron points)

  • Your upgrade bar looses <cargo><cargo> and gains <team><hardpoint><hardpoint> Your fore section gains a firing arc. Once per round you may spend one additional energy to make one attack with a <hardpoint> secondary weapon outside of firing arc at range 1-3.

This I am thinking is very viable, I don't think it would create the most powerful epic ship in the match but it will make a S&V huge ship that has similar capabilities to the Imperial Raider and the Rebel Corleian Corvette.

Edited by Marinealver

I agree with gabe69velasquez, turret the forward hardpoint. This means you don't need to print a new base, and the blue line limit limits its firing arc anyway.

This is all great work guys. I'm very seriously considering getting another transport now. I love Epic play and am currently salivating over the impending Raider and if S&V can get in on that, all the better.

Hence my suggestion that we split the text (effectively) into two cards. :)

Else you might have to treat the turret as a primary weapon and skip the energy costs, sans range bonuses. That cuts the text down big-time.

It would be easier with two cards but I also want this title to be usable with Combat retrofit as it transforms the support ship into a combat ship.

Death Merchant (unique)

50 points +2 Energy

Scum Only, GR-75 Only

  • Your upgrade bar loses <cargo><cargo> and gains <hardpoint><team><turret> and fore section gains a firing arc. Turret upgrade header changes to Attack [Energy] and you must spend 1 energy from ship to make an attack from fore section only. When instructed to spend a focus token spend one energy from ship instead.

I think this could be simplified in a few ways. Mentioning the firing arc on the card seems unnecessary - just include a base token thing. I would change the clause about using energy to attack to something like "When attacking, you may treat energy tokens as focus tokens. You may not modify dice using energy tokens." This would allow you to activate turrets, but not change rolls.

Really, this card just needs to be a different pilot card. All of these effects would be easier to do if they didn't have to be on a title card.

It would, and I am trying to include it all on a pilot card. I may just drop the turret all together and give it a second hardpoint with the energy gain. Come to think of it looking at the recently spoiled Gozanti Assault Carrier is making me rethink completely how I want to alter the GR-75 to more of a combat role. Also the illicit slot does allow for some 360 attack deterrent protection something that none of the huge ships have.

Okay here is the new death merchant title I am thinking of (still 50 squadron points)

  • Your upgrade bar looses <cargo><cargo> and gains <team><hardpoint><hardpoint> Your fore section gains a firing arc. Once per round you may spend one additional energy to make one attack with a <hardpoint> secondary weapon outside of firing arc at range 1-3.

This I am thinking is very viable, I don't think it would create the most powerful epic ship in the match but it will make a S&V huge ship that has similar capabilities to the Imperial Raider and the Rebel Corleian Corvette.

I like this a whole lot.

I would argue you could even afford to skip the 'at range 1-3' bit - if someone wants to fire a Single Turbolaser out-of-arc, why not let 'em? It's no greater than a Tantive IV taking a potshot with 5 dice (Because the Single Turbolaser is doubling greens). Still not compatible with Gunner, either.

That said, it makes a great argument for Single Turbolaser or Ion Cannon + Quad Laser Turrets; you're skipping the Blaster Turret and taking the Epic edition instead! I like it. :)

I agree with gabe69velasquez, turret the forward hardpoint. This means you don't need to print a new base, and the blue line limit limits its firing arc anyway.

Not necessarily because even ships with Primary Weapon Turrets have a firing arc for all their secondary weapons. Sure the primary weapon can shoot 360 but the concision missile must be inside arc and the GR-75 has no primary firepower value. Now yes, using the Aggressor arc does make for a narrow field of fire especially when the spoiled Gozanti has a much wider firing arc but with no primary firepower value thus no primary weapon so the arc is only for the hardpoint slot.

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It would, and I am trying to include it all on a pilot card. I may just drop the turret all together and give it a second hardpoint with the energy gain. Come to think of it looking at the recently spoiled Gozanti Assault Carrier is making me rethink completely how I want to alter the GR-75 to more of a combat role. Also the illicit slot does allow for some 360 attack deterrent protection something that none of the huge ships have.

Okay here is the new death merchant title I am thinking of (still 50 squadron points)

  • Your upgrade bar looses <cargo><cargo> and gains <team><hardpoint><hardpoint> Your fore section gains a firing arc. Once per round you may spend one additional energy to make one attack with a <hardpoint> secondary weapon outside of firing arc at range 1-3.

This I am thinking is very viable, I don't think it would create the most powerful epic ship in the match but it will make a S&V huge ship that has similar capabilities to the Imperial Raider and the Rebel Corleian Corvette.

I like this a whole lot.

I would argue you could even afford to skip the 'at range 1-3' bit - if someone wants to fire a Single Turbolaser out-of-arc, why not let 'em? It's no greater than a Tantive IV taking a potshot with 5 dice (Because the Single Turbolaser is doubling greens). Still not compatible with Gunner, either.

That said, it makes a great argument for Single Turbolaser or Ion Cannon + Quad Laser Turrets; you're skipping the Blaster Turret and taking the Epic edition instead! I like it. :)

After looking again at turret upgrades and taking a look at both standard and epic upgrade slots I have determine many of the standard upgrade slots incompatible with huge ships thus why they have a separate set of upgrades on their own.

Sure both share the crew slot but many crew cards even with out the restriction huge ship only (i.e. targeting coordinator) are not compatible with standard ships while many crew upgrades that don't come in epic expansion packs are incompatible with huge ships (i.e. Kyle Katan).

So I just picked up my raider today and it is the last week for summer quarter before finals. I'll try and finish the kit this weekend and see if I can use the mission builder to make a more unofficially publishable kit.

Edited by Marinealver

Absolutely agreed. A second hardpoint (With one being able to be turreted) does effectively the same job round-to-round without a whole lot of complicated details. You could probably just cut out the 'range 1-3' restriction, too, and it'll work fine - else there's literally one gun that isn't hindered by it, and that one's range 1-2 anyway... so I feel 1-3 is a bit superfluous.

I also don't see Single Turbolasers breaking much when fired turret-style either, so it's really more text we can cut out for brevity. :)

Edited by Reiver

Just in time as the Imperial Raider is out I need to complete this kit and brought in the last 2 titles. The famous transport own by the Azzurman family the Vasurda that according to wookiepedia took part (a bit unwillingly) in the evacuation of Hoth. Along with the long awaited and exhaustive Death Merchant to make the GR-75 a true warship and give scum access to all the Huge ship upgrades. Next step is to use the mission builder to try and publish this as a house rules and may even give it some missions of its own. Enjoy ;)

Added the Vasurda Vasudra Title

Vasudra.png

Wanted to make just a good support title for a ship that may have took part (unsuccessfully) in the evacuation of Hoth. Looking at the GR-75 dial speed 4 gives no energy speed 3 gives 1. So this adds the energy output rather nice with speed 2 and 3 giving 2 energy and speed 4 giving 1 energy. Combine with engineering team and you will be generating energy like cool (Hoth pun may have been intended :D )

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OMG what a mouthful and man it was hard squeezing all that text in there. Perhaps a little to much text. But here is a ship that has a much better upgrade selection for a premium point cost to where it starts 10 points lower than a CR-90. I didn't want a free range with all the hardpoint so I gave the ability a range 1-3 restriction which verymuch contains this doubile hardpoint ship and gives it a rather interesting firing arc. Taking a look at all the hardpoint options I think this title is pretty well balanced. Of course that is to be determined by playtesting.

Edited by Marinealver

You decided not to cut the "Range 1-3" restriction for brevity?

I note this title costs 50 points and an extra energy surcharge to fire the gun turret-style as-is. A 50pt, 3-energy Single Turbolaser isn't that scary even if it shoots as a turret, surely?

I get that you want the thing to not be too powerful, but you're sitting at 88pts (Death Merchant + Single Turbolaser) vs 90pts for a straight-up CR-75 prices, and that thing shoots a Double Turbolaser (ie it's main armament, 4-dice and all) for free , and the fore section is only half the total hitpoints instead of 'explode now'.

There is caution in balance, and there is overdoing it. In this case, overdoing it is also overcomplicating the text, so I plead you to reconsider.

"Once per round, you may perform an attack with a [hardpoint] secondary weapon outside your firing arc." is nearly two lines of text shorter, and still only leaves the Death Merchant sitting at 'a rubbish CR-75, but a hilarious one'. ;)

There's basically no good reason for the title to be that complicated, just build the title into an alternate pilot card and base insert.

You decided not to cut the "Range 1-3" restriction for brevity?

I note this title costs 50 points and an extra energy surcharge to fire the gun turret-style as-is. A 50pt, 3-energy Single Turbolaser isn't that scary even if it shoots as a turret, surely?

I get that you want the thing to not be too powerful, but you're sitting at 88pts (Death Merchant + Single Turbolaser) vs 90pts for a straight-up CR-75 prices, and that thing shoots a Double Turbolaser (ie it's main armament, 4-dice and all) for free , and the fore section is only half the total hitpoints instead of 'explode now'.

There is caution in balance, and there is overdoing it. In this case, overdoing it is also overcomplicating the text, so I plead you to reconsider.

"Once per round, you may perform an attack with a [hardpoint] secondary weapon outside your firing arc." is nearly two lines of text shorter, and still only leaves the Death Merchant sitting at 'a rubbish CR-75, but a hilarious one'. ;)

There's basically no good reason for the title to be that complicated, just build the title into an alternate pilot card and base insert.

You are right titles I think are the best way to add in unique ship characteristics but the death merchant is way over the top in text. Perhaps if I can find maybe some good character I could add a crew card that is Scum only GR-75 only for the shot outside firing arc of the death merchant. I might make some modifications but I didn't want to really go in and make an expansion. Perhaps I'm being a little too cautious and keeping the power down, so basically I'm making all the same mistakes with this kit as FFG had made with their huge ships. :)

Edited by Marinealver

Yeah, you kinda are.

I get that you want to be careful, but there's overkill. Especially on the most expensive ship-per-hitpoint in the game, eh?

Edit: My mistake, quite a few of the small-ship aces exceed that value (Hello, Soontir Fel). However, you're still talking a cost ratio smilar to an Alpha Squadron Interceptor... only with 0 agility.

Yeah. ;)

Edited by Reiver