IMPORTANT! Before you comment, please make sure you read post #12! After being made aware of a post that slipped under my radar (somehow), this thread/"project" is being taken in a new direction!
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In the deeper reaches of the Unknown Regions, Imperial scouts have located a new system on the border of the Outer Rim. A civilized - and prosperous - system was discovered, many of it's dozen worlds containing little to no populations, and resources ripe for the taking. Upon attempting to claim the system, however, the Empire was taken aback by the sheer speed and ferocity of the denizens - particularly their fighters. TIEs of all stripes found themselves in an uncomfortable position, the four-ship squadron of blue-and-gray clad fighters outpacing and out-maneuvering even Interceptors, with Defenders providing only minimally more resistance. After losing the star destroyer Intruder to the same four fighters, Imperial forces retreated to the nearby system to re-group for a larger assault. However, spies within warned Rebel cells of the Empire's plans, and upon attacking the system - now known to the Empire as Corneria - the Empire found the same squadron on defense, now backed by X-Wings, Y-Wings, and a rather sizeable Rebel force bolstering Corneria's own Armada. With the invasion routed, the Empire's shadow had been revealed to this new corner of the galaxy - and the Rebels now had a new ally...
Right then! This is a bit of a childhood fantasy of mine that I've finally decided to try bringing to life. With the Arwing and Wolfen available in X-Wing TMG scale on Shapeways, I figured I'd come to you guys for aid in bringing these (under-loved, IMO) ships to life on the tabletop! There's two routes I wish to follow in this endeavor: Route 1 is the most "legal", playing the models as proxies for pre-existing ships; and Route 2 , which is to create a whole new stack of pilot cards, titles, and upgrades to make the Arwings the little gray-and-blue monsters they are!
Route 1: Proxy War
The most obvious (and easiest to get played) route to getting these ships on the table would be to proxy them using fighters already available to us. I can already think of a few candidates:
#1: A-Wing
This one is the first that jumps to mind. It's very small, very fast, and very agile - and can become even more so with the proper upgrades. If kept cheap enough, they could even fit 4 into a 100-point list and still be effective - a good way to keep it thematic and keep the squadron together! However, it's VERY fragile, and Arwings are shown to be able to take a few hits and keep on fighting. It's firepower is also a little on the lacking side.
PROS: Captures the Arwing's speed and maneuverability, and is already a similar size.
CONS: Low health, low firepower
#2: T-65/T-70 X-Wing
Obviously an inspiration to the Arwing (and most sci-fi fighters after Star Wars, I'd say), the X-Wing's got teeth in either form and it can take a few licks - plus it has a Torpedo slot, which - with seismic torpedos - can approximate the effect of a smart bomb. However, it's handling is a bit more joust-y - and while that fits the original game's strictly on-rails play, future games have shown the Arwing to be an incredibly nimble dogfighter. There's also the cost issue, particularly with the T-65.
PROS: Good firepower, good health, torpedo capable, good jousting
CONS: Lack of maneuverability (more so the T-65 than T-70) without upgrades, points cost
#3: E-Wing
One of my personal favorite ships, it combines a good attack value with almost every maneuver on the dial - and them being white, at that! However, that;s also a problem - it has a whopping four green maneuvers. Boo. But it also has a systems upgrade slot, high agility, and a native Barrel Roll (you know the joke). However, the generics' pilot skill is paltry, the points cost is prohibitive, and Etahn is almost good. It would pretty much just be Fox as Corran + Rebel allies. Also, it's so fracking squishy .
PROS: Captures the Arwing's speed and maneuverability, and is already a similar size. Good firepower, torpedo and system slots, great dial, obvious reasons
CONS: Low health, lack of green maneuvers, exorbitant points cost
Route 2: Assault
Now's where the can of worms gets opened. I feel that, in order to be properly represented, the Arwing would need proper rules - and, as with many proposed A-Wing title cards, I think three would be in order. An Arwing Mk. I (Starfox), Arwing Mk. II (SF64), and Arwing Mk. III (SFA). With the major differences between each ships' appearances, ages, and even how they handle in-game, this would be a great opportunity to give the ship flexibility, let the player make it what they want it to be.
The general idea is as follows:
Mk. I: High straight-line speed, some lateral shifting shenanigans. Flies in fast, hits hard, and hooks around for another pass; kind of like a MiG-21, but good . Probably the cheapest points-wise.
Mk. II: Highly versatile, not as fast in straight-line speed as the Mk. I, but far more maneuverable. Able to toggle between Attack Mode (Jousting) and All-Range mode (Higher maneuverability; sorry, no youtube for that one!). Obviously more expensive points-wise.
Mk. III: The most advanced of the Arwings, with it's engines integrated into it's four G-Diffusers (as opposed to the earlier marks' two). The most nimble version, the dedicated arc-dodger. Maneuvering shenanigans, likely most expensive variant.
Possible upgrades/modifications:
Variable Wings: Title, Arwing Mk. II & Mk. III only. Attack Mode: Increase the Primary Attack value by 1. All straight and bank maneuvers become Green maneuvers (alternatively, improve by one difficulty; white becomes green, red becomes white). After performing a maneuver, you may flip this card over. All-Range Mode: Increase Agility value by 1. K-Turns and Talon Rolls/S-loops (depending on the dial, of course) are white (or they can perform a free action, such as boost or barrel roll, before receiving a stress token).
Twin Lasers: Modification/Systems/etc, Arwing-only; increases the Primary Attack value by 1
Hyper lasers: Modification/Systems/etc, Arwing-only; increases the Primary Attack value by 2 (obviously more expensive)
Upgraded G-Diffusers: Modification/Systems/etc, Mk. II & Mk. III Arwing-only; When you reveal a Speed 0 (Full Stop) maneuver, you may perform a free Barrel Roll action.
NOTE: This is the very first rendition of these fan rules, and I've never tried doing this before. Please, give constructive criticism instead of mindless bashing!
Edited by Kepora