New Ship Idea: V-Wing Airspeeder

By GLEXOR, in X-Wing

This is the V-Wing from Dark Empire and the Rogue Squadron video game for the N64, not the prequels, this one was created first (on earth, not chronologically in Star Wars). Updated for 2.0!

VWing-NEGVV.png

Small base.

Action Bar: TL, Focus, Evade, BR>Evade.

Upgrade bar: system, Missile.

Stats: 2 forward arc; 3 Agility; 4 hull; 3 charge.

Dial: Blue: 2 straight, 2 bank, 3 straight, 3 bank, 3 turn, 4 straight. White: 2 hard, 3 t-rolls, 5 straight.

Pilots:

I2 Rapid Responder, points

I3 Mon Cala Veteran (EPT), points

3 more unique pilots. (Wedge, Hobbie, Gavin? Wes, Hobbie, Gavin? Wedge, Wes, Hobbie? Wedge, Wes, Gavin? Some other pilots?)

I5 •Kasan Moor (EPT) "After you perform an action that is not on your printed action bar, if you have no focus tokens, you may receive a focus token" (thanks @Verlaine ) .

Innate ship ability:

ScramJet

Action: spend 3 (Charge) to perform a red 3 speed basic maneuver.

Configuration:

1. Rapid Fire Cannons

At the start of the engagement phase, you may spend 3 (Charge) to increase your primary weapon value by 1 until the end of the phase. When attacking this phase, you may reroll up to two attack dice.

3 charge.

I am going to need new ideas on upgrades and pilots.

http://starwars.wikia.com/wiki/V-wing_airspeeder

Edited by GLEXOR

Thoughts thus far:

Since we are using the 64 game as a reference, I recommend Kasan Moor as one of the V-Wing Unique pilots. http://starwars.wikia.com/wiki/Kasan_Moor

The Stats look alright. Somewhat question it having 5 hull, but that can be balanced out.

Based on the game and Wikipedia article, two missile slots and a torp slot seems excessive, since even it having one missile slot is debatable (the game taking some liberties). What reasoning are you using for those slots?

Edited by SabineKey
50 minutes ago, SabineKey said:

Thoughts thus far:

Since we are using the 64 game as a reference, I recommend Kasan Moor as one of the V-Wing Unique pilots. http://starwars.wikia.com/wiki/Kasan_Moor

The Stats look alright. Somewhat question it having 5 hull, but that can be balanced out.

Based on the game and Wikipedia article, two missile slots and a torp slot seems excessive, since even it having one missile slot is debatable (the game taking some liberties). What reasoning are you using for those slots?

Thank you for the feedback! Kasan Moor was one of the pilots I am going to use, but I forgot her name. Hp was a guess, I only flew it once, in the first level, just to take it for a spin. Plus, it looks like a five hull ship. The double missile + torpedo slot and EM is probably pushing it, but rebels don't have an actually good missile carrier yet, so I will drop one of the missiles OR the torp, not both, unless popular opinion says to drop both, but then we just get a fast, expensive, Z-95 headhunter with 3 dice.

edit: upon actually reading the article, I have decided to remove the missiles and the torpedo.

Edited by GLEXOR
1 hour ago, GLEXOR said:

but then we just get a fast, expensive, Z-95 headhunter with 3 dice.

And that's bad? Adjust the cost and it should be fine

Edited original post. What should this cost? Any ideas for the other pilot?

Well first we need airspeeders, right now Cloud cars and T-47s are not in the game.

Just now, Marinealver said:

Well first we need airspeeders, right now Cloud cars and T-47s are not in the game.

but neither of those were actually for combat, one is a flying car with a couple guns, and the other is a very low altitude flying forklift with a couple of guns. The New Republic's V-Wing airspeeder is an actual fighter .

Why not actual V-wing instead of more EU junk?

Just now, jmswood said:

Why not actual V-wing instead of more EU junk?

Because this is one is awesome! And not a ridiculously fast bomber, which we don't need. But you are entitled to your opinion.

Edit: I happen to enjoy the EU.

Edited by GLEXOR
34 minutes ago, jmswood said:

Why not actual V-wing instead of more EU junk?

As someone who played the crap out of the Rogue Squadron game and the V-Wing in particular, I say heck yes, more EU junk!

Just now, SabineKey said:

As someone who played the crap out of the Rogue Squadron game and the V-Wing in particular, I say heck yes, more EU junk!

Preach it!

1 hour ago, GLEXOR said:

but neither of those were actually for combat, one is a flying car with a couple guns, and the other is a very low altitude flying forklift with a couple of guns. The New Republic's V-Wing airspeeder is an actual fighter .

52 minutes ago, jmswood said:

Why not actual V-wing instead of more EU junk?

45 minutes ago, GLEXOR said:

Because this is one is awesome! And not a ridiculously fast bomber, which we don't need. But you are entitled to your opinion.

Edit: I happen to enjoy the EU.

lol, there is also the question of which V-wing. Yeah the V-wing in Rogue Squadron N-64 was like the TIE-Defender in TIE-Fighter. It was the OP ship that was the reward for beating the last level of the game. So of course it was awesome, it had those broken cluster missiles and U.S.S. Defiant laser cannons and a boost not even the A-wing could keep up, and it could kill a Y-wing in seconds. So of course it was awesome in the game, but on another note that was the only game it was featured in .

Again I think the problem is mainly due to theme. X-wing takes place in space, and this would be more like the Battle of Hoth (though I am certain it would have no problem taking down an AT-AT). If we get a Star Wars ground game at that tactical scale then sure the V-wing or V-speeder or whatever you want to call it should be in there, after the snow/airspeeder of course. I know many people would love to pit Jabba's sail barge against an AT-AT or fly cloud cards around a rebel shield generator.

For now, I think the clone wars V-wing (yeah the ugly one) would fit better. Also it is a ship that will finally give Imperials an astromech type upgrade slot (Imperial Astromech of course, you could make an upgrade that gives it an astromech slot but doesn't allow unique astromechs to be equipped).

Edited by Marinealver

The V-wing fighter, with its abundance of source material, offers way more design space than the speeder. It also happens to be canon, which is a perk, but not essential. I don't hate all of the EU, only parts that suck. (Search my post history for rants about the Vong.)

The EU's track record with ship design is something like Thomas Edison's track record with light bulbs. Implementation of EU content in X-wing is even worse. I don't like the model suggested in this thread, because it does nothing to break that pattern.

Edited by jmswood
4 minutes ago, jmswood said:

The V-wing fighter, with its abundance of source material, offers way more design space than the speeder. It also happens to be canon, which is a perk, but not essential. I don't hate all of the EU, only parts that suck. (Search my post history for rants about the Vong.)

The EU's track record with ship design is something like Thomas Edison's track record with light bulbs. Implementation of EU content in X-wing is even worse. I don't like the model suggested in this thread, because it does nothing to break that pattern.

And that's completely fine for you to think that. Still would rather have this V-Wing.

1 hour ago, GLEXOR said:

Because this is one is awesome!

Why?

16 minutes ago, SabineKey said:

Still would rather have this V-Wing.

Why?

I'm extremely opinionated, and my language tends to be forceful. That doesn't mean I'm trying to obliterate your opinions. I would actually like to read your honest defense of the speeder. See if you can justify its existence better than the wiki did.

Just now, jmswood said:

Why?

Why?

I'm extremely opinionated, and my language tends to be forceful. That doesn't mean I'm trying to obliterate your opinions. I would actually like to read your honest defense of the speeder. See if you can justify its existence better than the wiki did.

Because I took on World Decimators with it. I protected Rebel Convoys with it. I took on countless TIE Fighters and Interceptors with it. And if I wanted too, I could enter a cheat code to turn it into a Buick. It is cool because it is part of my childhood. If you don't find something of value in that, no problem. You don't have to. But the V-Wing airspeeder is just as much a part of Star Wars to me as A-Wings and B-Wings are (though not up to X-Wing Fighter level). That is all the justification I need. And as a fan made expansion, the only justification necessary.

And why not.

Thoughts:

  • If this is an atmospheric speeder, then something akin to the TIE Striker seems relevant - something given to medium speeds and big swoopy turns, rather than tight 1 turns and ludicrous full speed ahead.
  • I know the TIE/ag didn't have shields and has picked them up because [reasons], but that's no reason to insist that another ship also must have it.
  • I have to admit I rather like the design.

VWing-NEGVV.png

So....key attributes:

  1. Cluster Missiles
  2. Scramjet (short term, really high intensity boosts, burns out)
  3. Twin blasters (not lasers) that put out a good rate of fire but also overheated

Quote

Action Bar: TL, Focus.

Surprised no barrel roll or boost (I get that your Scramjet covers boost)

On 8/14/2017 at 4:46 AM, GLEXOR said:

Upgrade bar: tech, more specific slots added by upgrades.

Just no. Tech upgrades are a much, much later thing specific to the Resistance era; I'm really not a fan of people insisting on having them on late civil war era designs.

If you want to be able to carry cluster missiles, you need some missile slots! Given that this was purely rogue squadron thing, you might make it a title or modification, though.

On 8/14/2017 at 4:46 AM, GLEXOR said:

Has no turret, ordinance, bombs or crew (so no Sabine).

See above comment re cluster missiles. Otherwise agreed.

On 8/14/2017 at 4:46 AM, GLEXOR said:

Stats: 3;2;4;2. Shields because the TIE/ag got shields.

Firstly: too high a primary weapon value. It only has two guns and they're blasters, not lasers. That puts its firepower in about the same league as the TIE fighter, at best. 2-dice primary - with potentially a mechanic for improving the firepower by overcooking the guns.

Secondly; agility 2 is a bit low. This is a fast, one-man dogfighter. Yes, the striker is agility 2 but that's because it's trying to fit within a specific points cap and lightweight frame gives it a 'fake' agility 3 for a pretty low cost.

4 hull - seems a touch high but smile and nod. 3 hull is about normal for a one-man fighter. 4 is acceptable, I guess, especially for something which favours hull strength over shields.

2 shields - no. The thing is an atmospheric fighter and it doesn't have shields. Given that these things got eaten alive by the TIE droid fighters put out by the world devastators, I wouldn't suggest them being tougher than e-wings.

Quote

Dial: green: one straight, two straight, two bank, three straight. white: one bank, two hard, three bank, three hard, four straight. red: three t-rolls, five K.

I would strongly reccomend green speed 2 turns for reasons explained below. Also, I might suggest white talon rolls (speed 3) but no K-turn - keep the 'big swoopy turns' feel of the ship. Also, possibly no speed 1 moves (or at least no speed 1 straight)

On 8/14/2017 at 4:46 AM, GLEXOR said:

1. V-wing Strike Speeder

V-wing Airspeeder only, Title.

When you equip a Modification with the "V-Wing Airspeeder only" keyword, reduce it's squad point cost by one, then you may equip another different Modification.

cost: 0

I don't see the point of this. Given that any modification to which this card applies is V-wing only, you can control what they are - why not just make them one point cheaper?

I get that the point of the title is to allow you to equip 2 V-wing only modifications, but you could make one a title and one a modification and achieve the same thing without the additional rules text.

On 8/14/2017 at 4:46 AM, GLEXOR said:

2. Rapid Fire Cannons

V-wing speeder only, Modification.

Once per turn, after performing a primary weapon attack, you may perform a primary weapon attack against another ship, then assign two heat tokens to this card.

If there at least 4 heat tokens on this card at the start of the end phase, assign all heat tokens on on this card to your ship.

cost: 4

note: unlike cluster missiles, Chimps don't work on this, also second attack is against another different ship, and range bonus applies.

Guidance Chips name-check [Torpedo] or [Missile] so automatically don't work on this.

Given that (as listed) this is the only upgrade producing heat tokens, it seems unnecessarily convoluted.

Also, in rules terms:

  1. A ship able to double-tap with a 3-dice primary is very powerful. Given that you can do it 2 turns in a row without real penalty (2 tokens -1 discard +2 tokens =3, which still doesn't overheat), that's incredibly powerful.
  2. Why is it only allowing me to fire at 2 seperate targets? Setting up a strafing run, flying fast in and mashing the 'fire' button at one specific target until the cockpit starts yelling at me then running away whilst you cool down is pretty much exactly what the V-wing did in game, in my experience
On 8/14/2017 at 4:46 AM, GLEXOR said:

3. Scramjet

V-Wing only, Modification.

Action: perform a 2/3-turn, 3-bank, or 3/4/5-straight maneuver. while defending this round, you may change one of your focus or blank results to an evade resault you may not perform this action two turns in a row.

cost: 3

If you want to not be able to perform a trick 2 turns in a row, double-sided cards are your friend (see arc casters and intensity).

This is basically SLAM, just without disabling your guns. Since the V-wing's scramjet was infamous for overheating too, having a heat mechanic paired to this might be good - especially if it gave you a means to deal with the 'weapons disabled' token.

On 8/14/2017 at 4:46 AM, GLEXOR said:

Heat Tokens Reference Card

Heat tokens assigned to a ship prevent it from performing Primary Weapon attacks. At the start of the combat phase, discard one heat token from each of your ships.

Heat tokens on upgrades do not prevent the upgraded ship from performing primary weapon attacks. At the start of the combat phase, you may discard a heat token from each equipped upgrade card. If a ship did not perform a primary weapon attack during the combat phase, you may discard a heat token from each equipped upgrade card equipped to it.

For simplicity; a suggestion - stress is either pilot stress or systems stress on the ship - which is a good way of describing overheating.

Making the V-wing speeder a ship which has to manage stress economy carefully might result in an interesting ship.

  • Overheating the guns - when attacking, allow you to receive stress token(s) to roll extra attack dice (like Zeta Leader)
  • Overheating the scramjet - after performing a SLAM action, allow you to receive a stress token to immediately discard the 'weapons disabled' token
  • Cooling down - hence plenty of green moves (as discussed!)
  • Heat dispersion fins - give it some means to burn off stress faster than normal and/or 'sink' stress.

I like the 'heat sink' effect you mentioned - it's similar to something I've considered for an astromech;

"when you receive a stress token, you may assign it to this card instead. If at any time this card has X (4?) or more stress tokens assigned to it, discard this upgrade and assign all stress tokens assigned to it to your ship.

Action: Remove a stress token from this upgrade card"

Personally, I'd make heat disperal fins a system, scramjet a title and blasters a modification.

3 hours ago, Magnus Grendel said:

So....key attributes:

  1. Cluster Missiles
  2. Scramjet (short term, really high intensity boosts, burns out)
  3. Twin blasters (not lasers) that put out a good rate of fire but also overheated

Cluster missiles were in my original design, until I realized that RS wasn't the first appearance, Dark Empire was, and DE says no missiles. As @SabineKey said before, it was "the game taking some liberties"

3 hours ago, Magnus Grendel said:

I don't see the point of this. Given that any modification to which this card applies is V-wing only, you can control what they are - why not just make them one point cheaper?

I get that the point of the title is to allow you to equip 2 V-wing only modifications, but you could make one a title and one a modification and achieve the same thing without the additional rules text.

The point was 2 V-Wing mods and another mod, but now that seems ludicrous. I can change it. I don't know what I was thinking with the point reduction.

3 hours ago, Magnus Grendel said:

Given that (as listed) this is the only upgrade producing heat tokens, it seems unnecessarily convoluted.

Also, in rules terms:

  1. A ship able to double-tap with a 3-dice primary is very powerful. Given that you can do it 2 turns in a row without real penalty (2 tokens -1 discard +2 tokens =3, which still doesn't overheat), that's incredibly powerful.
  2. Why is it only allowing me to fire at 2 seperate targets? Setting up a strafing run, flying fast in and mashing the 'fire' button at one specific target until the cockpit starts yelling at me then running away whilst you cool down is pretty much exactly what the V-wing did in game, in my experience

Attack two different ships was because rapid fire was for strafing, but a third die makes more sense. Stress might work, but a dual card might work better.

3 hours ago, Magnus Grendel said:

I would strongly reccomend green speed 2 turns for reasons explained below. Also, I might suggest white talon rolls (speed 3) but no K-turn - keep the 'big swoopy turns' feel of the ship. Also, possibly no speed 1 moves (or at least no speed 1 straight)

This isn't a bad idea! I'll do it!

3 hours ago, Magnus Grendel said:

Firstly: too high a primary weapon value. It only has two guns and they're blasters, not lasers. That puts its firepower in about the same league as the TIE fighter, at best. 2-dice primary - with potentially a mechanic for improving the firepower by overcooking the guns.

Secondly; agility 2 is a bit low. This is a fast, one-man dogfighter. Yes, the striker is agility 2 but that's because it's trying to fit within a specific points cap and lightweight frame gives it a 'fake' agility 3 for a pretty low cost.

4 hull - seems a touch high but smile and nod. 3 hull is about normal for a one-man fighter. 4 is acceptable, I guess, especially for something which favours hull strength over shields.

2 shields - no. The thing is an atmospheric fighter and it doesn't have shields. Given that these things got eaten alive by the TIE droid fighters put out by the world devastators, I wouldn't suggest them being tougher than e-wings.

All good points, stats shall be 2;3;4;0. I'm keeping the fourth hull in order to be better than the TIE/ln stat-wise.

3 hours ago, Magnus Grendel said:

If you want to not be able to perform a trick 2 turns in a row, double-sided cards are your friend (see arc casters and intensity).

Limited use is the drawback, that's why it isn't just a WD token. But a dual card could work.

Here is a game in which the V-wing (or V-speeder) would be perfect for.

and if FFG can make it compatible with X-wing in the same way Hordes was compatible with Warmachines that would be awesome!

14 hours ago, GLEXOR said:

Cluster missiles were in my original design, until I realized that RS wasn't the first appearance, Dark Empire was, and DE says no missiles. As @SabineKey said before, it was "the game taking some liberties"

Dark Empire doesn't show them firing missiles but doesn't explicitely say they can't carry them. By the same logic, the B-wing only carries its mini-death-star-laser because rebels is the only time to date we've seen it fire.

If you want it to have missiles, you have precedent.

14 hours ago, GLEXOR said:

Attack two different ships was because rapid fire was for strafing, but a third die makes more sense. Stress might work, but a dual card might work better.

The problem is that this probably isn't going to be a swarm ship in TIE fighter numbers, and if you're going to only have, say, 4 or 5 V-wings in a squad, 2 attack dice isn't enough because there are ships out there that can tank as many 2-dice attacks as you care to throw at them. Being able to fire multiple times a turn is nice, but arguably just gives you the ability to miss repeatedly unless you have a 'gimmick' to hang off the attacks (which is why the most successful 2 attack dice ship at the moment is the snap shot/juke A-wing).

A 2-dice attack that can pump itself up to 3 dice or even 4 dice (depending on the 'activation' cost and 'recharge' cost for the ability) makes more sense. Making it a primary weapon boost, not a cannon, means you get your range 1 bonus (a rules-cheap way of getting an extra attack die for a ship as nippy as the V-wing should probably be) and means you don't have to deal with V-wings packing ion cannons, heavy laser cannons, and other such unfluffy loadouts.

I'd agree dual cards are probably the best way to do 'recharge' abilites. You can have one be Rapid Fire Blasters/Blasters Overheated and one be Scramjet/Heat Dispersal Fins

The former can be "when perfoming a primary weapon attack, you may [do something] and flip this card and roll [X] additional attack dice" (1 or 2, think carefully about the price if you want 2), with the reverse side "you may not perform primary weapon attacks. You may [do something] and flip this card"

The obvious is either 'wait a turn' (triggers at your next opportunity to attack, like blinded pilot) or 'perform an action' (which lets you fire every turn but unmodified), but there might be some logic behind 'execute a manouvre of speed 3 or greater' (fly fast make guns cool).

The latter is probably best done as "Your action bar gains the SLAM action. After you perform a SLAM action, flip this card", and "You may receive a stress token to discard a Weapons Disabled token. You may [do something] and flip this card" (since both are cooling, give it whatever trigger you gave the guns.

One possible bit of advice - if you take this option and use SLAM, DO NOT allow it a speed 5 move.....Even a speed 4 SLAM is (I think) the fastest thing in the game short of multiple stacked upgrades.

If a ship has these paired, then it's got a nice, if slightly wierd, performance - alternating between TIE phantom levels of manouvrability and firepower one turn, and being an R2 astromech Y-wing with no turret the next; timing your speed and firepower boosts are key to performing well, and that sounds like an interesting challenge.

Just now, Magnus Grendel said:

The latter is probably best done as "Your action bar gains the SLAM action. After you perform a SLAM action, flip this card", and "You may receive a stress token to discard a Weapons Disabled token.

I opted for the 3 speed because of how it behaves in Rogue Squadron, no mater how fast or slow you were going before, now you are going this speed.

just edited original post

I'm going to have to spam my own topic to get the cards in. Here goes! Ace:

Kasan Moor.eon

Dial:

V-Wing Airspeeder.eon

Edited by GLEXOR

high PS generic.

Calamari Veteran.eon

Edit: this doesn't work the way I thought. I'm going to stop.

Edited by GLEXOR

Whoa, what are these links?