Debilitator Class Interdictor for hotac and epic enhanced play.

By Refugeanoth, in X-Wing

I took a bit of a leap of faith on this 3d printed interdictor that I ordered from russia and spent all day yesterday working out stats for it. It's a little under twice the length of a raider and thus, I concocted a stat spread that was more in line with an interdictor class ship the empire designed to deal specifically with fighters when it didn't make sense to field the larger immobilizer class. This is very much the preliminary stat spread and abilities are likely to have wording issues that need clarification, but I wanted to share what I have with everyone in the event other people might have ordered one of these things or something similar! My intention is for the ship to use two epic bases, one in front of the other with space enough between them to fit a large base ship through to thread the needle so to speak :P Next thing I need to work out are upgrades specific to the ship, including pulse mass mines, ion storm generators, titles damage decks for each section (kill me) and some hotac specific scenarios involving this monster! I'd LOVE to hear everyone's thoughts on this! ENJOY!

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Detail appears to be similar to shapeways strong white flexible plastic. Will likely be going at it with ardcoat and an exacto knife to get the kind of detail that I want from it.

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Some card art I threw together in photoshop!

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Damaged Debilitator for the cards flipsides.

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The fore is where the bulk of the firepower in this ship comes to bear and has a cool snapshot ability to react to fighters attacking it!

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When damaged, this section essentially cripples the ships action economy by forcing all secondary weapons to be fired with a target lock. No more hardpoint fun after this goes down!

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The hangar is where the bulk of teams reside and helps out friendly ships! In hotac I see this as being a constant producer of tie fighters per turn on top of its ability until it gets crippled.

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I thought it would be cool if the ship actually had some sections hand out negatives to friend and foe alike when they were crippled. This way, the ship is always threatening in some capacity even when heavily damaged.

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Firing arcs are always tricky with such a large ship, but I think I struck a balance on what something much closer to a star destroyer would have for its forward compliment while still keeping some "weakpoints" that are attackable in relative safety.

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The meat and potatoes of the ship and the most heavily shielded section. The ability is supposed to represent the gravity well projectors affecting gravity around ships and drawing them outside of their desired position or moving friendly ships into a better position. Making the movement the designated dial move also adds an element of strategy to what you chose to use approaching the Debilitator. Not a good idea to spend a 5 straight to get within range 3 unless you want to be flung off the map!

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When the ample space bosom on this giant goes, it goes in stupendous fashion! Damages everything around it, including adjacent hull sections every turn that it's crippled and unlike the other hull sections, cant be repaired with energy. This will be a prime target for fighters looking to bring down the ship efficiently.

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The last section is all about action economy and energy production and is the only section on the ship with all available actions and 3 crew slots.

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Bring down the bridge and you're dead in the water until it can be repaired!

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Rear sections cover a more broadside approach and make it so that if someone flew between the sections underneath the ship they can do so in relative safety. I purposefully did not include any turret primaries to keep some of the challenge in positioning this ship to take advantage of its firing arcs. It's going to rely on its turret secondary weapons to cover its rear as much as possible.

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A slow, but energy rich dial should keep the ship producing ample energy, especially as long as the bridge remains intact and adding a stop after every movement.

Phew! I'm already exhausted and I haven't even started on the damage decks yet!

Whoa.

Edited by AwesomeJedi
3 hours ago, Refugeanoth said:

I really like the idea that this ship can hang stationary!! I think it would make a lot of sense for the other capital ships as well.

Another fun idea would be that the ship cannot change speed by more than 1 unit per turn. . .it takes time for these ships to build and shed speed.

13 minutes ago, Darth Meanie said:

I really like the idea that this ship can hang stationary!! I think it would make a lot of sense for the other capital ships as well.

Another fun idea would be that the ship cannot change speed by more than 1 unit per turn. . .it takes time for these ships to build and shed speed.

I dig that. Bouncing around a lot of ideas with some folks over this. Gonna have a version 2.0 up hopefully tonight!

"You may execute a stop maneuver after executing a straight maneuver." So does that mean that I would get 10 energy after executing a 1 straight maneuver?

5 minutes ago, AwesomeJedi said:

"You may execute a stop maneuver after executing a straight maneuver." So does that mean that I would get 10 energy after executing a 1 straight maneuver?

Yes, but I'm reducing the energy to 8 per section and also cutting the enrgy gained from movement roughly in half. Each section that has an energy storage capacity gains energy per turn up to the number gained from the movement

This means that if you do a 1 straight that gains 3, then a stop that gains 4, then you gain 7.

Do you have anything new for this? I liked this project.

Should have at least 4 sections. One for each Projector.

When I see those bigger ships like Neb B I think of a 3 section ship. That uses two huge ship base set up.

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O...M....G!!! Just wow.

That is a beautiful model, and I love the stats you have there. Great job! So it's like an Interdictor frigate, about the size of an argh kittens?

Some of the abilities need a more specific timing window. For instance, the Gravity Well Array's damaged side ca be activated at any point in the round at the whims of its pilot. It gives a massive advantage to the Interdictor. It might be better to have it as "at the end of the end phase..." so there is a specified time for it to blow up again.

Otherwise, this is looking great. I'm working on a similar sized craft for a HotAC sequel where the veteran pilots of the first campaign and the rookies of the new, second one are on a training mission. Suddenly, the Reprisal shows up and sends a smaller capital ship (like this beauty) against the two squads. The veterans die in the fight while the rookies escape to fight another day. I think it would be an incredible point-farm, plus an excellent introduction for new players.

Awesome but about the Stats... Fool's Day?

Compare this with a Raider and...PS 9? Oh my Lord.

Please lower PS to perhaps 5.

Interesting model. Playtesting will be....marvelous

The most cumbersone work when designing new Huge ships is that you need a new damage deck... Time consuming.

Nebulon B on that page?

Edited by Hexdot

Wow. Great job so far. Amazing model too, that thing is going to look the daddy when it's painted up .... Tell me you have an airbrush? :D

I'm not really interested in the stats so much. I would love to see more pictures of the model. Where did you get it?

*waits with anticipation for your painted model pictures*

This is gonna be so sick!

If you ever take pictures of a game with that thing, please post them. That should look epic.

Such a sweet model... I want one

I don't like that it can regenerate itself. Putting out enough damage to put all four sections down will be hard enough, but then dealing with sections repairing back to full might make this a tad too good. Otherwise, crazy awesome build bro.

5 hours ago, Nyxen said:

I don't like that it can regenerate itself. Putting out enough damage to put all four sections down will be hard enough, but then dealing with sections repairing back to full might make this a tad too good. Otherwise, crazy awesome build bro.

This thing might be cheap bare-bones, but it'll be something like 300 points fully kitted out. A 300 point squad could easily wipe a section off the board each turn (reinforce is useful, but TLTs will crush it regardless). I think homing missiles would be my go-to though.

Very interesting looking.

Lots of new stuff going on with this, but I have several card commissions and a Nebulon-B I'm also working on while I wait for this ship to actually arrive from Russia. (should be here around the end of this month!) I already have the Nebulon in my hands, so that's what I'm focusing the bulk of my efforts around playtesting and stating out currently. I do have some pretty fabulous movement examples using the ships two-part base one of my buddies put together along with the firing arcs! I'll update this as I continue playtesting the ship and some of the more interesting aspects of it that I have planned!

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On 4/2/2017 at 5:08 AM, banjobenito said:

Wow. Great job so far. Amazing model too, that thing is going to look the daddy when it's painted up .... Tell me you have an airbrush? :D

Nope! Gonna blast it with corax white and handpaint the rest!

On 4/1/2017 at 8:47 PM, DarthEnderX said:

Should have at least 4 sections. One for each Projector.

I'm considering adding an expanded rear section to accommodate more projector related shenanigans, but I want to playtest the ship a bit before I start adding more things to it.