Scum Wild Kardde Huge ship

By kowagaru, in X-Wing

Seeing as the scum is going to need a huge ship soon why not the Wild Kardde? Sure Talon Kardde eventually helped the republic, but he is more of a privateer and would fit within the scum faction.

The ship itself fits the scale perfectly. It's only 25 meters shorter than the CR-90. While the standard Action VI Transport platform is primarily designed for as it says, transport. The Wild Kardde was heavily modified to work as a capitol ship gaining all kinds of intel and outfitted with turbo lasers and an extremely durable hull. The Wild Kardde is slightly quicker than the CR-90 as well. I could see there being some neat abilities with this ship. Such as an intel team that allows you to take a look at a face down maneuver dial within range 3 of the ship at the start of a round and during your movement step you may change your maneuver dial to any maneuver of the same speed as your previous maneuver.

I also think it would be nice, since it is a transport, to give it something similar to the Gonzanti and allow it to haul 1 small ship that it can deploy as an action.

Could probably have the base ship as the Action VI Transport and have a title to make it the Wild Kardde.

Stats, I would think would be something as follows,

Parenthesis indicate the upgrade that remains or a change in stats when crippled.

PS: 4

Fore

A: 4 frontal arc r3-5 (2)

E: 0

H:10

s:4

Act: Target Lock, Coordinate

Upgrades: Team, (Crew), Cargo, Cargo, HardPoint

Abiltiy: You may spend two energy to perform two coordinate actions. Limit once per round.

Damaged:

Aft

En: 6(3)

E:0

H:10

S:4

Act: Recover, Jam

Upgrades: Crew, Hardpoint, Cargo, (Cargo)

180 degree Rear arc for hardpoints.

Damaged: You can no longer perform turns above speed 1

Let me know what you think.

wMFEl02.png?1

Wild_Karrde_FF72_2.jpgWildKarrde_schem.jpgAction_VI_SotG%282007%29.jpg

Edited by kowagaru

The wild kardde is the obvious choice

The wild kardde is the obvious choice

I know right? It's the right size and similar in armament. Not to mention it totally fits the look of the scum faction.

And I already own something that looks just like it! I could be playing with the Wild Card today!!

il_340x270.795006179_so6m.jpg

I wouldn't mind the Pulsar skate!! pulse you get plenty of tie ins with the other factions.. Corran being one of them!!

The living quarters really could make for a good carrying handle :P

PS: 4

Fore

A: 4 frontal arc r2-5 (2)

E: 0

H:11

s:4

Act: Target Lock, Coordinate

Upgrades: Team, (Crew), Cargo, Cargo, HardPoint

Abiltiy: If you perform a Coordinate action, you may spend two energy to perform another free coordinate action up to once per round.

Damaged:

Aft

En: 7(3)

E:0

H:10

S:4

Act: Recover, Jam

Upgrades: Team, Team, Hardpoint, Hardpoint, (Cargo)

180 degree Rear arc for hardpoints.

Damaged: You can no longer perform turns above speed 1

Let me know what you think.

I like what you have, I would recommend the following...

PS: 4 3

Fore

A: 4 frontal arc r2-5 (2) range 3-5 primary, front arc.

E: 0

H:11 8

s:4

Act: Target Lock, Coordinate

Upgrades: Team, (Crew), Cargo, Cargo, HardPoint Excellent!

Abiltiy: If you perform a Coordinate action, you may spend two energy to perform another free coordinate action up to once per round.

Damaged: Spend one energy to perform two coordinate actions.

Aft

En: 7(3) 6

E:0

H:10 8

S:4

Act: Recover, Jam

Upgrades: Team, Team, Hardpoint, Hardpoint, (Cargo) Team, Crew, Cargo, Cargo, Cargo

180 degree Rear arc for hardpoints. Nil

Damaged: You can no longer perform turns above speed 1

Heck yeah! My thoughts exactly. That is why I am in the middle of building one from scratch.

https://community.fantasyflightgames.com/topic/183509-1270-action-transport/page-2

714B589E-FEE7-44E1-83A6-D0C900A16EDE_zps

See, I can't make stuff like this. But I was thinking of commissioning someone to make one for me and I can make all the cards, upgrades, and the base.

A model for this ship is available online for about $200.

PS: 4

Fore

A: 4 frontal arc r2-5 (2)

E: 0

H:11

s:4

Act: Target Lock, Coordinate

Upgrades: Team, (Crew), Cargo, Cargo, HardPoint

Abiltiy: If you perform a Coordinate action, you may spend two energy to perform another free coordinate action up to once per round.

Damaged:

Aft

En: 7(3)

E:0

H:10

S:4

Act: Recover, Jam

Upgrades: Team, Team, Hardpoint, Hardpoint, (Cargo)

180 degree Rear arc for hardpoints.

Damaged: You can no longer perform turns above speed 1

Let me know what you think.

I like what you have, I would recommend the following...

PS: 4 3

Fore

A: 4 frontal arc r2-5 (2) range 3-5 primary, front arc.

E: 0

H:11 8

s:4

Act: Target Lock, Coordinate

Upgrades: Team, (Crew), Cargo, Cargo, HardPoint Excellent!

Abiltiy: If you perform a Coordinate action, you may spend two energy to perform another free coordinate action up to once per round.

Damaged: Spend one energy to perform two coordinate actions.

Aft

En: 7(3) 6

E:0

H:10 8

S:4

Act: Recover, Jam

Upgrades: Team, Team, Hardpoint, Hardpoint, (Cargo) Team, Crew, Cargo, Cargo, Cargo

180 degree Rear arc for hardpoints. Nil

Damaged: You can no longer perform turns above speed 1

The reason I have hardpoints in the back with a firing arc is due to the second picture. There are some Laser Cannons set up in the back. I felt guns situated near the engines would best have a 180 degree firing arc similar to the Hound's Tooth. It would be completely blind on it's sides for firing, but have it's front and rear covered. This is different than both the CR90, which is mostly side with a turret to shoot in front having blind in the back, and the Raider which is very frontal and quite blind in the back.

Maybe Team, Crew, Hardpoint, Cargo Cargo? with a standard rear arc?

I like where you are going with that.

What if:

Title: Wild Karrde: unique, (?) points. Your aft section gains the turret icon.

hmm?

I think the dial should be super slow, maybe even have a white square. With a front firing arc, you could sit back and blast away from a relatively safe distance.

Edited by Viceroy Bolda

The ship itself is actually a little faster than the CR90. I like the title idea, but if it gains the turret icon, it would also have to gain some kind of weapon back there because hardpoints can only use firing arcs. Maybe do something like the ghost and it has a rear arc that it can't use until it gets the upgrade title card.

Edited by kowagaru

My bad. I thought the CR90 was faster.

Scratch the turret, title should add the hardpoint to utilize rear arc(s?).

Sounds good.

What kind of points were you thinking?

Edited by Viceroy Bolda

A completely different idea, give the primary with 360 to the aft and throw the hardpoint on the front. Title could still add a rear hard point.

A completely different idea, give the primary with 360 to the aft and throw the hardpoint on the front. Title could still add a rear hard point.

I would remove the primary from the front, but it looks like it comes stock with that big cannon up front.

I gave the ship more hull than the other two huge ships because of it's plating, but lowered it's shields, I think having less fire coverage (only front and rear with blind sides) Fits the ship properly as more of a support ship gathering intel seeing as that's what it was designed for, but it can still fight with the big boys if need be.

I still want to fit a huge ship upgrade that is specific to the Wild Kardde that at the beginning of the round it can see one enemy maneuver dial and you may change your maneuver to an extent, maybe at energy cost.

Star Jewel or bust! http://starwars.wikia.com/wiki/Star_Jewel

We can get one Scums most well known characters with Jabba, 2 Scyks with a slue of upgrades that bring them up to par, and last but not least the best looking epic ship to make the other factions envious :lol:

After that we can get the Wild Kardde, it's so ugly and awkward lookin it kinda grows on you. Still not sure what kinda design would want the living quarters fully exposed and seperate from the ship, just asking to get spaced.

Edited by BomberGob

Look at what I made :P

Here we have the ship cards and makes it a little easier to see how it's set up.

wMFEl02.png?1

Edited by kowagaru

Nice Kowa. How did you make those cards?

Just doing some reading on Wookiepedia. Comparing atmospheric speeds of the CR90 and the Action VI, the CR90 can get up to 950 km/h whereas the Action can go 650 km/h (Same as GR75). According to that, the Action would be about 1/3 slower than the CR90. Also, it mentions that weapons were not standard on the Action IV, V, and VI series but were added by privateers and the like.

Many illustrations of the Action class show a nose gun, and some do not. That to me would classify the nose gun as a hard point.

Thoughts?

Edited by Viceroy Bolda

I think the Action Transport is the ideal candidate for a Fringe Epic ship. The Wild Karrde need not be the only ship either but just one example of the modifications that this ship can be subjected to.

I know our Epics so far have had one "pilot" card and then had different titles to separate them but this ship could be the first one to actually justify different "pilot" cards although I guess that could mess with the base tiles. The basic ship is an unarmed, easy to hit cow but the upgraded versions could carry firepower to rival the dedicated warships although such modifications should be expensive.

This ship could come with two cardboard bases, a blank side for when it is used as an obstacle, and one side for each faction. This thing was like a barge, everyone used it.

I think the Action Transport is the ideal candidate for a Fringe Epic ship. The Wild Karrde need not be the only ship either but just one example of the modifications that this ship can be subjected to.

I know our Epics so far have had one "pilot" card and then had different titles to separate them but this ship could be the first one to actually justify different "pilot" cards although I guess that could mess with the base tiles. The basic ship is an unarmed, easy to hit cow but the upgraded versions could carry firepower to rival the dedicated warships although such modifications should be expensive.

Love the idea of two pilots for this ship. Makes sense to dist6inguish bulk freighter from the combat retrofit.

The wookiepedia article on the wild Karrde offers loads of tantilizing prospects for epic and normal play upgrades. Everything from Talons Droid collection to cloaking device capable of masking the action iv!

Lots of options. Though I see the possibility getting Jabba's Star Jewel instead, Id much prefer Talon and the Wild Karrade

I think the Action Transport is the ideal candidate for a Fringe Epic ship. The Wild Karrde need not be the only ship either but just one example of the modifications that this ship can be subjected to.

I know our Epics so far have had one "pilot" card and then had different titles to separate them but this ship could be the first one to actually justify different "pilot" cards although I guess that could mess with the base tiles. The basic ship is an unarmed, easy to hit cow but the upgraded versions could carry firepower to rival the dedicated warships although such modifications should be expensive.

Love the idea of two pilots for this ship. Makes sense to dist6inguish bulk freighter from the combat retrofit.

The wookiepedia article on the wild Karrde offers loads of tantilizing prospects for epic and normal play upgrades. Everything from Talons Droid collection to cloaking device capable of masking the action iv!

Lots of options. Though I see the possibility getting Jabba's Star Jewel instead, Id much prefer Talon and the Wild Karrade

Yeah, my initial idea is the Wilde Kardde itself, I don't much care for the unaltered Action VI. The Wild Kardde can slug it out with the CR-90 and the Raider just fine.

Nice Kowa. How did you make those cards?

Just doing some reading on Wookiepedia. Comparing atmospheric speeds of the CR90 and the Action VI, the CR90 can get up to 950 km/h whereas the Action can go 650 km/h (Same as GR75). According to that, the Action would be about 1/3 slower than the CR90. Also, it mentions that weapons were not standard on the Action IV, V, and VI series but were added by privateers and the like.

Many illustrations of the Action class show a nose gun, and some do not. That to me would classify the nose gun as a hard point.

Thoughts?

I whipped them up in Photoshop. The very base is the CR-90 cards then modified with scum upgrade bars and number changes.

I guess you're right that the basic Action VI is not very comparable to the CR90. I was looking at the Wild Kardde's stats, in which case it is just as fast as the CR90, and more heavily armored. With the cards I've presented and suggestions from others, there could be two versions. The one I've presented could be renamed *"Wild Kardde" and have those stats and cost, while the Action VI Transport could have similar stats and cost of the GR-75. Making it a multi role ship Epic ship. First of it's kind.

The cards below would be for a dedicated bulk freighter. No primary weapons, but energy on both sections. That way, you can retain more energy, longer.

Action%20Transport%20VI_zpsp7hkisxq.png

Edited by Viceroy Bolda