Chiss Clawcraft

By bubblepopmei, in Star Wars: Edge of the Empire RPG

Hello adventurers!

My group includes a Chiss pilot who will be leading the group to Csilla sometime in the future sessions.

Shapeways has really pretty clawcraft minis, Mel's Miniatures and I'm intending to place an order.

Which ffg expansion book, if any concessions the chiss clawcraft?

I don't think the Clawcraft appears in FFG's sourcebooks but from what i can remember they have four laser cannons, two proton torpedo launchers, and as fast and nimble as an interceptor with the shields of an X-Wing.

So I'm not the only one hoping for official Clawcraft stats! Ah, some day... I hope.

I don't have the books in front of me since I am at work but take the Xwing stats from AoR or EotE and change the Handling and Speed to match those of an Interceptor. That should be close. I'll take a look see when I get home later tonight..

Edited by Oden Gebhac

While there's no official stats for the Clawcraft, I'd say they'd be pretty close to the TIE Interceptor in terms of how they perform in combat.

Would the Clawcraft even be in service during this era?

Sort of:

Clawcraft fighters had been produced for some time before the Empire under the reign of Galactic Emperor Palpatine began sharing technology with the Chiss Ascendancy, an action initiated by the Chiss Imperial Thrawn. Models of Clawcraft began incorporating TIE design cues as part of the joint venture.

From Wookiepedia.

The Chiss clawcraft of this era probably would be 100% Chiss design. But probably still pretty tough.

Stats of what I was thinking earlier:

Chiss Clawcraft (Chiss/Imperial Hybrid)

Sil: 3 Speed: 6 Handling: 2-3 Defense: 1 - - 1 Armor 2-3

Hull Trauma: 10 System Strain 10

Manufacturer: Some Chiss Industrial Corp

Hyperdrive: Class 1

Navicomputer: Yes

Sensor Range: Close

Crew: 1 Pilot

Passenger: 0

Consumables: one week

Price/Rarity: 150,000 credits/10+

Custom Hardpoints: you decide

Weapons: Wing tip mounted laser cannons (Fire Arc: Forward; Damage 6; Critical 3; Range: Close; Linked 3)

Forward Mounted Proton Torpedo Launchers (Fire Arc: Forward; Damage 8; Critical 2; Range: Short; Blast 6; Breach 6; Guided 2; Limited Ammo 6; Linked 1; Slow-Firing 1),

Edited by Oden Gebhac

The likelihood of the Nsis class claw craft still existing at this point is suspect. That being said, il seems ships from old eu new republic era, like the ewww-wing an k(rap)- wing are now in the rebellion era, years before the previous fiction.

Why the torpedo launchers? Info on them only has them with the four wingtip laser cannons.

Personally I'd use the Tie Defender from the AoR Core book (page 271).

  • drop the ion cannons and missile launchers.
  • Bump the handling up to +4. The maneuvering jets on the wings are supposed to make it more maneuverable than a Tie.
  • It already has a hyperdrive which they are supposedly equipped with.
  • And it already has shields which they also have.

Clawcraft_negvv.jpg

Edited by mouthymerc

Why the torpedo launchers? Info on them only has them with the four wingtip laser cannons.

Personally I'd use the Tie Defender from the AoR Core book (page 271).

  • drop the ion cannons and missile launchers.
  • Bump the handling up to +4. The maneuvering jets on the wings are supposed to make it more maneuverable than a Tie.
  • It already has a hyperdrive which they are supposedly equipped with.
  • And it already has shields which they also have.

Clawcraft_negvv.jpg

Probably because i misremembered them having them...

I was wondering if there was something I had missed or some other source.

Thanks for the feedback and the info! I'm going to use the TIE Defender stats as mouthymerc suggested.

Ah - Shapeways cannot 3d print the Chiss clawcraft portion of my order due to fragility. Sad face.

Probably a little late but i did up a stat block with Oggdude's generator.

Chiss%20clawcraft.png

Edited by mouthymerc

Not late at all - and quite welcome! The visit to Csilla won't happen until the Fall at minimum.

Wow, now I feel like I dropped the ball when I was statting up my list of ships a while ago!

Personally, I think the +4 may be a bit over the top for Handling. I tried the argument about how the ships are written when I did my playtest, but not many of them were officially changed. I think it could be due to keeping the numbers in an abstract fashion, which means that "slightly better" doesn't always warrant that additional +1.

That said: the Clawcraft was seen as a very agile ship, but really seems like an amped up TIE Interceptor or a less armed TIE Defender.

Personally, I'd try something like:

Hull type: Starfighter

Ship Class: Chiss Clawcraft

Manufacturer: Unknown (Manufactured on Csila)

Hyperdrive: Class 1

Navcomp: Equipped

Sensor Range: Close

Ship's Complement: One pilot

Encumbrance Capacity: 5

Passenger Capacity: 0

Consumables: One Week

Cost/Rarity: 95,000 credits/6 (5 in the Tapani Sector)

Customization Hard Points: 2

Silhouette: 3

Speed: 6

Handling: +3

Defense: 1/1

Armor: 2

Hull Threshold: 8

System Threshold: 7

Weapons:

4 wing mounted laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range Close; Linked 3)

My approach:

Basically, the Clawcraft has the look and feel of a TIE Interceptor, but with shields and a hyperdrive, two systems that are prone to slowing down these light, agile craft. To compensate, you get the maneuvering jets, which raise the maneuverability.

I see them as just a bit slower than the TIE Interceptor (thus Speed 5 instead of 6; it can be argued), but still as agile due to the additional systems. They are just a hair more durable, but due to the added systems, there's a chance of failure (the lowered System Strain).

Again, just my thoughts on it off the top of my head (no time for research like normal; madness at work)