Incom ARC-X1 Prototype

By Refugeanoth, in X-Wing Painting and Modification

First time posting, love the game and love making modifications and paintjobs for existing ships. This is my latest project as a reward ship for my 6 player Heroes of the Aturi cluster campaign.

Paint job pending, but this is going to be Irregular squadrons special mission reward for successfully completing the ships corresponding mission. Gonna have an intercepted transmission from Incom confirming the location of a derelict clone war era republic testing facility slated for demolition. Incom conveniently sent out the exact coordinates, dock codes and schematics for several prototype fighters in mothballs at the facility that could be a great asset to the local rebel cell.

Going to turn out to be a trap laid by an Inquisitor who has arrived in the aturi cluster to deal with the growing rebel cell known as the Irregulars. He arrives with a pair of Gozanti cruisers loaded with ties, and a pair of elite tie advanced x1's, which come in pairs every 3 turns for 12 turns until the rebels break through the Gozanti line and jump to hyperspace with the prototype ship.

Gonna do some testing, but my preliminary stat spread is 4 attack, 0 evade, 8 hull and 2 shields with an added crew slot, bomb slot and slam added to the action bar. Dial is the same as a normal Arc. Should give it pretty amazing straight line acceleration, especially with nien numb crew on board. After I paint it up, I'm gonna put together some art and a custom pilot card so we can integrate it directly into the campaign.

I'll post some of my other stuff here when I can... Would love to hear opinions on the stat spread and design!

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The painted ship in all her wacky glory. Now I gotta work on a statline and a pilot card for hotac.

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Decided to skew simple with the color scheme on the ARC-X1. Nuln oil layered with coal satin holographic paint every couple of layers gave the black a really cool dirty metallic reflectiveness that's really awesome when the things moving in light. Mixed balthazar, sepia and reikland fleshshade to achieve the bronzing on the engine components. Basic fluorescent glow purple paint for the engines and some soulstone blue gem color for the canopy and that's all she wrote! Has a bit of old newness that a virtually unused, mothballed prototype would probably have after sitting in a hanger most of its life.

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That ship looks like one bad mo-fo. Excellent mod & paint job!

I'm jealous of your gaming group. All we seem to have at my LGS are people interested in standard 100 pt. games.

At least Zuckuss & Palps lists are becoming less frequent.

That ship looks like one bad mo-fo. Excellent mod & paint job!

I'm jealous of your gaming group. All we seem to have at my LGS are people interested in standard 100 pt. games.

At least Zuckuss & Palps lists are becoming less frequent.

Thank you! Admittedly, I go a bit overboard on this sort of thing. Heroes of the Aturi cluster is by far the greatest thing to happen to my X-wing gaming and my gaming group in general in a long long time. Gave me a reason for making nutty ships like this and constructing wacky missions so I cannot complain! You might find if you print out the stuff for aturi cluster and present it to your group that you'll get some converts interested. Something very cool about playing through a persistent campaign of X-wing against an ai that's actually challenging.

Doubles up the ARC, still on a small base :P

very nice work!

Doubles up the ARC, still on a small base :P

very nice work!

It certainly takes up a fair bit of floorspace for a small ship! lol

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In other news, What do y'all think of the stat spread for hotac and where it might fit level-wise? I'm thinking ps6 for 10 points and a loss of a ps upon taking the ship.

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I'm thinking about writing Prototype:X1 in aurebesh inside the racing stripe in gold. Too much?

It's not unheard of to do that sort of thing, but if it was meant to be a secret prototype, than it wouldn't be appropriate.

Knowing myself, I'd ruin an already great paint job because I couldn't just let it be.

It looks great without it, so I'd say it's finished.

That is a magnificent mod, and luscious paint job. Beautiful.

I reckon I would cut that SLAM, and make that big beauty a large base ship, especially given that (entirely appropriate) stat line. And I think, as long as the players complete the acquisition mission, standard PS4 switch would be fine - but yeah, 10 points sounds about right for that much bad-assness!

It's not unheard of to do that sort of thing, but if it was meant to be a secret prototype, than it wouldn't be appropriate.

Knowing myself, I'd ruin an already great paint job because I couldn't just let it be.

It looks great without it, so I'd say it's finished.

True. Plus that, it is supposed to be one of a kind. No real reason to designate it since it was never intended as any sort of production model. It's more a test-mule than anything else. Thanks!

That is a magnificent mod, and luscious paint job. Beautiful.

I reckon I would cut that SLAM, and make that big beauty a large base ship, especially given that (entirely appropriate) stat line. And I think, as long as the players complete the acquisition mission, standard PS4 switch would be fine - but yeah, 10 points sounds about right for that much bad-assness!

Thank you so much! took a while to complete, but it ended up being well worth it. Possibly my new favorite ship :)

The main reason I want to make it a ps6 acquisition is because we just passed the ps4 barrier in our last mission and I've said that there can't be any acquired pilot skills until at least ps6. The X1 along with whatever other prototypes I make are going to be the personal ships of the Irregulars and they're going to carry over into our edge of empire campaign and the corellian conflict armada campaign as well, so I'm hesitant to allow them that early.

Do you think slam would give it too much mobility? In my mind it's reflective of the increased engine output without adding anything to the ships dial and the lack of ability to use the weapons after slamming represents the fact that the ship is still operating a standard ARC-170 power core while adding alot of stuff that's drawing more power than normal.

As far as making it a large base, I'm with you on that front. Maybe doing that and not treating it like there are two ships for game balancing would make sense in this instance since it doesn't have a turret. Gonna have to test it out and see how the ai handles it. What are your thoughts on the ps reduction upon acquiring the ship?

First draft for the mission briefing.

Hammerstroke Station

“We’ve gotten a lucky break in intercepting a transmission from Incom Corporation to imperial high command relinquishing ownership of Hammerstroke Station; a republic era fighter testing facility housing several mothballed prototype fighter designs in the aturi asteroid belt. The imps intend to move in and establish a listening post at the facility that will make our operations in the area much more difficult. Intel indicates that the facility is deserted, but sealed and housing at least 3 prototype Starfighters that may greatly benefit the rebellion in this sector. Our objectives are two-fold… One: Irregular Squadron will fly escort for a YT2400 carrying demolitions experts and pilots for the prototypes who will blast into the facility and rig charges to the hanger that will give the imperials something LOUD to listen to when they arrive. And Two: We will attempt to salvage as many of these prototype fighters as we can before the imperials arrive. Good luck Irregulars… You’re going to need it.”

No enemy ships turn 1. Set up along the furthest edge from the facility. Turn 2, a gozanti cruiser with 4 tie interceptors, 2 decimators and an imperial inquisitor tie advanced x1 elite pilot arrive setup along the furthest edge from the facility. A voice breaks into the coms of the Irregulars ships.

“This is Inquisitor Irothicus. You have fallen into a trap from which you cannot escape. Surrender immediately and I can promise each of you traitorous scum a swift death… But surrender or not, swift or not, this place will be your tomb...”

The decimators and the tie interceptors have strike ai and will attempt to destroy the yt2400 before it can dock with the station. If it successfully docks, they will immediately acquire a target lock to the closest enemy ship or prototype and will shift their strike ai to that ship for the reminder of the encounter. The inquisitor will target the player with the highest total point value acquired per turn at that time and will pursue them until another player achieves a higher point value. The gozanti cruiser will remain stationary at the border of the hyperspace jump point and will fire on any enemy that approaches to attempt to stop any escape. Every 4 turns after the Ambush occurs, 4 tie fighters appear at the side nearest the Gozanti with attack AI.

12 turns. Mission is accomplished if charges are successfully planted and all players survive and escape. Bonus 2 points for all players if yt2400 successfully escapes. Bonus 2 points for every player for every prototype ship that successfully escapes. At the beginning of the game, players must decide how many pilots they will have aboard the YT2400 to board the prototypes and fly them out of the facility. Prototype ships must spool their hyperdrives for 2 turns minimum to escape the area.

Thoughts?

That is a magnificent mod, and luscious paint job. Beautiful.

I reckon I would cut that SLAM, and make that big beauty a large base ship, especially given that (entirely appropriate) stat line. And I think, as long as the players complete the acquisition mission, standard PS4 switch would be fine - but yeah, 10 points sounds about right for that much bad-assness!

Thank you so much! took a while to complete, but it ended up being well worth it. Possibly my new favorite ship :)

The main reason I want to make it a ps6 acquisition is because we just passed the ps4 barrier in our last mission and I've said that there can't be any acquired pilot skills until at least ps6. The X1 along with whatever other prototypes I make are going to be the personal ships of the Irregulars and they're going to carry over into our edge of empire campaign and the corellian conflict armada campaign as well, so I'm hesitant to allow them that early.

Do you think slam would give it too much mobility? In my mind it's reflective of the increased engine output without adding anything to the ships dial and the lack of ability to use the weapons after slamming represents the fact that the ship is still operating a standard ARC-170 power core while adding alot of stuff that's drawing more power than normal.

As far as making it a large base, I'm with you on that front. Maybe doing that and not treating it like there are two ships for game balancing would make sense in this instance since it doesn't have a turret. Gonna have to test it out and see how the ai handles it. What are your thoughts on the ps reduction upon acquiring the ship?

My only reasoning for removing the SLAM was in consequence of making the ship large base. SLAM on a large base is nuts (Burnout SLAM is one-time use for that reason). Otherwise, I reckon your reasoning for its inclusion is solid. If you do decide to use a large base for it, maybe give it a native boost action, an included Engine Upgrade?

I bet you may want to consider it two ships for the purposes of AI assignment, whether or not you go for a large base. That thing looks harsh. It will eat standard HotAC TIEs. And it may not have a turret, but it does have dual arc.

That's a seriously ambitious campaign arc you have going on there. Good job! That would affect acquisition points, yeah. My group is considering a restart soon (as we've already got two Imperial Victory points), and we're talking about doing it Hangar Bay style. When you buy a new ship, you get keep and potentially fly either on any given Mission. But you start a new Pilot Card for each ship, and track non-Pilot/EPT upgrades separately, and track PS separately. We haven't figured out what makes sense in terms of PS reduction upon acquisition - whether back to PS2, or PS4, regardless of your PS in any given ship you already have. But I like the idea; it makes a lot of sense.

Keep up the good work, both on your painting and campaign design!

Edited by Kleeg005

That is a magnificent mod, and luscious paint job. Beautiful.

I reckon I would cut that SLAM, and make that big beauty a large base ship, especially given that (entirely appropriate) stat line. And I think, as long as the players complete the acquisition mission, standard PS4 switch would be fine - but yeah, 10 points sounds about right for that much bad-assness!

Thank you so much! took a while to complete, but it ended up being well worth it. Possibly my new favorite ship :)

The main reason I want to make it a ps6 acquisition is because we just passed the ps4 barrier in our last mission and I've said that there can't be any acquired pilot skills until at least ps6. The X1 along with whatever other prototypes I make are going to be the personal ships of the Irregulars and they're going to carry over into our edge of empire campaign and the corellian conflict armada campaign as well, so I'm hesitant to allow them that early.

Do you think slam would give it too much mobility? In my mind it's reflective of the increased engine output without adding anything to the ships dial and the lack of ability to use the weapons after slamming represents the fact that the ship is still operating a standard ARC-170 power core while adding alot of stuff that's drawing more power than normal.

As far as making it a large base, I'm with you on that front. Maybe doing that and not treating it like there are two ships for game balancing would make sense in this instance since it doesn't have a turret. Gonna have to test it out and see how the ai handles it. What are your thoughts on the ps reduction upon acquiring the ship?

My only reasoning for removing the SLAM was in consequence of making the ship large base. SLAM on a large base is nuts (Burnout SLAM is one-time for that reason

I'm probably going to end up testing a bit in the context of the mission as is, but I see what you mean. I just figured slam would give the ship alot of speed and the weapons disabled would be a good tradeoff.

I want one. Great job, mate!

I want one. Great job, mate!

Thank you!

Just need two ARC-170's, a batmobile, some gorilla glue, a plumbing hacksaw and a LOT of patience and you can have one too! lol

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Another user made these up for the ship. I think they turned out fantastic!

In the picture on the card, I swear it looks like the ship is vibrating.

Looks good, though.