GR 75 Transport as a "Fire Ship" ...

By Hexdot, in X-Wing Off-Topic

Age of Sail style. A GR 75 with minimun crew, non capable of doing actions, fully loaded of explosives to ram a Huge ship and explode. Thinking on a scenario about it.

Don't sure about the damage it should cause. Perhaps...

Vs rammed Huge ship : 1 Crit plus 6 dice, hull hits

Range 1, friend or foe, 3 red

Range 2, friend of foe, 1 red

I'd have the damage it do scale based on the remaining Hull points at the time that it detonates.

Say, 1 red die per Hull remaining. Anything within R1 gets the full damage, R2 gets half (rounded down), R3+ is safe. Huge ships roll double the red dice, small ships double their Agility against the explosion.

If it takes a Hull Breach or Direct Hit crit, roll a red die. On a Critical Hit result, it explodes (the cargo cooked off early).

I don't think you base it on remaining Hull points if it's a fire ship (as opposed to a good old ram in desperation). The explosives are what's scary to the ship being rammed, in that sweet scenario.

I could see this as a scenario for an Imperial HotAC campaign...

Tbh something the size of the gr75 packed with explosives (or even just rigged for its engines to go boom) should probably decimate anything in the XWing range of models well beyond bothering with dice.

If a single bomber going boom can bring down an Arghkittens!! a gr75 should have no problem obliterating a Raider (and don't forget that the transport is more than 25meters longer than the gozanti)

Take out the Interdictor

An x-wing squadron is deployed to protect a GR-75 Fireship on its collisson course against an Interdictor Class Cruiser which is preventing the rest of the rebel fleet from escaping.

Tie squadrons are sent out from supporting Star Destroyers to destroy the Fireship before it can collide with its intended target.

The Interdictor is the small edge of the imperial player of the 3‘ by 6‘ board. Fireship and rebel escorts deploy on the other sde of the board 1/3 in.

Take out the Interdictor

An x-wing squadron is deployed to protect a GR-75 Fireship on its collisson course against an Interdictor Class Cruiser which is preventing the rest of the rebel fleet from escaping.

Tie squadrons are sent out from supporting Star Destroyers to destroy the Fireship before it can collide with its intended target.

The Interdictor is the small edge of the imperial player of the 3‘ by 6‘ board. Fireship and rebel escorts deploy on the other sde of the board 1/3 in.

Imperial side:

Scramble all ships! Sensors have detected Rebel forces escorting a heavy freighter into our interdiction zone! Scans suggest the rebel scum have packed it with enough proton bombs to vaporize the entire base.

Disable the freighter before it can get close enough to blow the base.

Certain Crit Hits against the Fire Ship causing premature detonation....great idea, thanks. About the damage, no Agility roll allowed. You eat the whole damage.

Crashing against a Space Station is an option. Thanks you all, guys.

Take out the Interdictor

An x-wing squadron is deployed to protect a GR-75 Fireship on its collisson course against an Interdictor Class Cruiser which is preventing the rest of the rebel fleet from escaping.

Tie squadrons are sent out from supporting Star Destroyers to destroy the Fireship before it can collide with its intended target.

The Interdictor is the small edge of the imperial player of the 3‘ by 6‘ board. Fireship and rebel escorts deploy on the other sde of the board 1/3 in.

Imperial side:

Scramble all ships!

Sensors have detected Rebel forces escorting a heavy freighter into our interdiction zone! Scans suggest the rebel scum have packed it with enough proton bombs to vaporize the entire base.

Disable the freighter before it can get close enough to blow the base.

Both are actual real world terror scenarios, by the way... ! :(

Edited by John Tenzer

Of course, if you have Fire Ships, you might also have the equivalent of scuttled ships, purposely sunk so the enemy couldn't steal them away or pass them because of the obstruction of the river.

Perhaps the space rivers are too wide...

Call it fireship, a destroyer against a dry dock with the bow full of k-boooom special in Saint Nazaire or a plain and simple kamikaze...

But derelicted ships as obstacled are a good idea. Floating in space in a cloud of debris, are very good looking. The house card for a Q Ship Scum GR 75 present in this forum is also a good idea... 100/6 is pretty, but there are so many game options...

Well in the Scum conversion kit I have in my sig the Scum Faction GR-75 card comes with an illicit slot. However I also made a scum only title that gives it an additional 2 illicit slots for a total of 3 illicit slots.

Scum_Gr75_version_2.jpg black_market_transport.png

So here is something I want to try, a Scum GR-75 with 3 Dead Mans Switch. So thing of how large that base is and imagine range 1 from that base all taking 3 damage. Now the only question is how to set it off when you want to other than just ramming everything.

Edited by Marinealver

Well in the Scum conversion kit I have in my sig the Scum Faction GR-75 card comes with an illicit slot. However I also made a scum only title that gives it an additional 2 illicit slots for a total of 3 illicit slots.

Scum_Gr75_version_2.jpg black_market_transport.png

So here is something I want to try, a Scum GR-75 with 3 Dead Mans Switch. So thing of how large that base is and imagine range 1 from that base all taking 3 damage. Now the only question is how to set it off when you want to other than just ramming everything.

3 deadman switches, 2 cluster bombs and an ionization reactor.

And of course, Captain Greedo at the helm...

Oh, I like the idea. It wouldn't really be about the ramming damage, but more about the explosive shock. I keep thinking about how General Burnside (the guy who made side burns famous) in the American Civil War did something like this. He read about a ship in France that was carrying lamp oil that exploded in a harbor. Structures were ruined throughout the city. He tried it on a fort in North Carolina. It didn't work out as the fuse went out, but hey, it's a good idea.

I agree with Levi: I would think that R1 would have max damage. R2 would have half. R3 would get maybe a point.

How much damage? That's a good question. I could see handing a crit to another ship at R1, for sure. Maybe R2. Extra damage besides that. Maybe like Plasma Torps and it does extra damage to shields?

Pretty cool idea. I'd have it have droids as the crew. Maybe basic actions, like regen shields. Otherwise, as long as the Imperials know it's coming, it would be pretty easy to take down the fire ship.

General Burnside... Impresive. Good name for a Star Warrior.

He was a spectacularly unlucky general as far as i remember.

He was a spectacularly unlucky general as far as i remember.

Well, he had a couple of really creative ideas that just didn't pan out. The one with the fire ship is one. His most famous idea is the Battle of the Crater. At Petersburg, VA, he landed a whole army behind enemy lines south of Richmond and moved on towards the rail road junction of Petersburg. If he could capture the line, it would cut supplies for Gen Lee in the north (as well as the enemy capital). An ex-thespian by the name of Gen McGruder had his tiny militia march all over the place to kick up dust and look like a lot of troops to the enemy scouts. They bought it, slowed down their advance, and allowed reinforcements to come in. The result was that Petersburg looked like WWI battlefield with all the trenches.

Burnside came up with an idea of digging a sapping tunnel under their fortifications and placing a bunch of bombs. Blow up their lines and surge over the ruins of their fortifications. African American troops were to be used as they were excellent shock troopers with good moral. The commander in charge of the attacking force was drunk and hiding in a bomb shelter behind Union lines when the attack commenced. The Union troops ended up charging INTO the trench and crater that was created instead of going around it. This ended up with lots of Union troops crammed into a crater below the enemy lines. Alabama troops rallied and ended up shooting hundreds of Union soldiers like fish in a barrel because they were not allowed to capture African American soldiers. It was a horrible tragedy that could've worked, if the commander was competent.

Poor Gen. Burnsides....

And poor unranked soldiers...