Conqueror Star Destroyer.

By Indy_com, in Star Wars: Armada

In legends, the Conqueror Star Destroyer was an modified star destroyer with a smaller superlaser similar to the one built into the death star.

[Wiki page for Conqueror: http://starwars.wikia.com/wiki/Conqueror_(superlaser) ]

Since the Conqueror was only star destroyer, how many people would like to see it represented in armada and how would it's superlaser be brought to the game?

Thanks for reading.

(P.S. Conqueror had a "sister ship" called Twilight. Link to wiki page here. )

Edited by Indy_com
More information found.

If I had to......

... give it a ridiculously small front arc.

Like... 2/3rds of a Neb B Width... put its LOS dot right down the narrow end...

Add a bunch of dice to that “front” arc... like, it throws 8 reds or something stupid... but the side arcs don’t compensate, remaining basically unchanged for attacks.

front shield is only 2, side arc shields go up by 1 each to compensate (total shields unchanged)

Now you’ve got a sniper cannon that has to point directly at its target... and will be very difficult to Gunnery team with, but potentially devastating if you do linebthst shot up.

Maybe something in the lines of the „bullseye“ arc introduced in x wing?

that on a normal isd with reduced front armaments abd an exceptional high bullseye armament

Edited by Captain_Nemo
1 minute ago, Captain_Nemo said:

Maybe something in the lines of the „bullseye“ arc introduced in x wing?

that on a normal isd with reduced front armaments abd an exceptional high bullseye armament

Adds a new mechanic, sure.

Adds a few questions - is the bullseye arc an arc for receiving damage? Does it count as a front arc shot or not?

Its a interesting way to approach it, so consider the ramifications...

butbthats wjy my initial design forays always try to stick to core rules as much as possible ?

Nah, it’s hideous. Not for me thank you.

IN THE ARticle is an image for Canon and the other one(twilight) is legend, are both legends no?

The Conqueror doesn't have 'Legends' in any of its categories...

So it might still be canon.

Im not entirely sure.

6 minutes ago, Indy_com said:

The Conqueror doesn't have 'Legends' in any of its categories...

So it might still be canon.

Im not entirely sure.

Look at the top right hand side above the edit button. Clearly has the Legends logo. So not canon.

Edited by mithril2098
Just now, mithril2098 said:

Look at the top right hand side above the edit button. Clearly has the Legends logo. So not canon.

Ok.

I missed that (Im viewing the page on mobile).

Thanks.

Yeah, on mobile these pages put stuff in odd spots sometimes.

Given the size of the reactors on the DS in the cutaway books, I doubt you could make this setup work as described under the new canon.. But some kind of shipkiller Khyber crystal powered superlaser probably was tried at some point.

29 minutes ago, mithril2098 said:

Yeah, on mobile these pages put stuff in odd spots sometimes.

Given the size of the reactors on the DS in the cutaway books, I doubt you could make this setup work as described under the new canon.. But some kind of shipkiller Khyber crystal powered superlaser probably was tried at some point.

How many reactors did the DS have?

because we’ve seen what a single one does...

The Conqueror article states it entirely has destroyed a moon, but couldn't destroy planets.

So probably 1 main reactor, doing similar damage as the "Jheda incident" to planets.

Edited by Indy_com
Forgot words.

Well, that’s what I’m trying to get a read on.

I mean, if the DS had 4 reactors, then 1:4 is quite a scale...

but if the DS had 50 reactors, then 1:50 is, for example, more believable that an ISD could pack enough reactor space to do SOMETHING

I'd do some kind of charge-up mechanic for a superweapon like that. Maybe have the upgrade card consume confire dials to put confire tokens on the card until you have three and then you get an eight-black attack at long range or something similarly murderous. I'm not trying to balance that effect right now, I'm just saying it'd feel more satisfying to use if it required a few turns of investment before it paid off.

28 minutes ago, Drasnighta said:

Well, that’s what I’m trying to get a read on.

I mean, if the DS had 4 reactors, then 1:4 is quite a scale...

but if the DS had 50 reactors, then 1:50 is, for example, more believable that an ISD could pack enough reactor space to do SOMETHING

From reading elsewhere, the death star had 1 main reactor and 12 buffers.

As such, "single reactor ignition" means 11 buffers were activated.

Since the Conqueror is basically a modified star destroyer, it probably has a smaller secondary reactor for the superlaser, thus making the beam less powerful compared to the death star.

tl;dr: death star would be 12 times as powerful, Conqueror destroys moons at it's highest power level.

Edited by Indy_com
word.

I agree with a charge up/cool down on a weapon of that magnitude. However, in the spirit of flexibility, (and possibly balance) I'd go with something like a "per turn" lock on/charge up with stacking damage per turn and use the size of the target as the "range" instead of the range ruler. The smaller the class of ship, the harder it will be to get a lock. Get a lock and just fire? 1 instant damage to whatever ship on the play-field you had a lock on. Wait and establish a lock on the same ship your second turn; 3 instant damage. Third turn, 6. Loose your lock on a turn, the whole shot missed.

I won't argue for a super limited front arc; I think the idea of building damage would slow down the OP of the ship. Just some thoughts.

I personally dislike auto damage things. They are almost entirely to easily gamed..

No, EARN your super weapon, don’t just point and click ?

3 minutes ago, Drasnighta said:

I personally dislike auto damage things. They are almost entirely to easily gamed..

No, EARN your super weapon, don’t just point and click ?

I would argue it *is* earned. The "lock" would be rolling a hit on the designated die (using the range dice for size instead of range). You don't get a hit, you don't get a lock. Charged shots require not missing for multiple rounds at the risk of losing the entire shot. Everyone is welcome to their opinion, but not sure how that isn't earned. Maybe I wasn't clear on my thinking process. :(

Because what is the end result? Punt an ISD off the board? Do s set amount of damage... do the same to a healthy ship as to a crippled one?

its just easier, straightforward, and question-answering-ease to tie to existing mechanics...

more info is good, though .. consider further. What is the end result of targeting?

Well, the basic idea is to balance a ship that should, arguably, auto-kill anything it hits (if it can "kill" a continent, I think it can kill any class of ship). Removing "range" from it's mechanics plays to its "sniper" aspect as well as reflects the sheer insane power of the canon. Using the different color dice as size codes makes the smaller ships "harder" to hit and replaces "range."

By allowing the shot to charge turn by turn, I'd have the cannon do a hull point of damage per turn charged (i.e. 1 for turn 1; 2 for turn 2, stacking;3 on turn 3, stacking on the previous turns to total 6) with a shot or miss resetting. Or perhaps you could require the shot to be declared, charging each turn and then rolling to hit with the charged shot.
So in theory, on turn 3 you could "auto-kill" a 6 hull die ship. But that's also the only ship you'd kill in 3 turns and you would have had to achieve a lock on it all 3 turns, or else the shot is missed, and the last 3 turns were "wasted" with the ship doing no damage.

Sure, you could sit all the way at the back and snipe a 1 hull die ship every turn (presuming you roll a hit) but I would hope the point cost of the Conqueror would make that a poor, if not self-defeating, strategy.

Granted I have been out of the game for quite some time now, so I do apologize if I am brutalizing some of the mechanics/terms. :(

Edited by Arowmund

I've thought about some sort beam weapon aimed entirely with the ship might be cool. I don't know the dice but it could have a front arc that is basically two parallel lines (maybe half a squadron dial wide) with no shields in the front but then substantial side shields (since they would wrap around to the front).

The result would be a ship you have to aim, it would be tough to hit small ships although larger slower moving ships may not be too difficult. It would be highly vulnerable to fighters punching the unshielded front arc but do to the parallel "slot" of an arc and line of sight dot set way back it would be difficult to hit it with a ship that didn't have a death wish.

7 minutes ago, mhd said:

I've thought about some sort beam weapon aimed entirely with the ship might be cool. I don't know the dice but it could have a front arc that is basically two parallel lines (maybe half a squadron dial wide) with no shields in the front but then substantial side shields (since they would wrap around to the front).

The result would be a ship you have to aim, it would be tough to hit small ships although larger slower moving ships may not be too difficult. It would be highly vulnerable to fighters punching the unshielded front arc but do to the parallel "slot" of an arc and line of sight dot set way back it would be difficult to hit it with a ship that didn't have a death wish.

That’s essentially my concept ?

so im glad I’m not alone on my insanity

4 minutes ago, Drasnighta said:

That’s essentially my concept ?

so im glad I’m not alone on my insanity

Yeah what can I say, I'm bored at work.

No need to introduce any new game mechanics. Just give it two braces, no redirect, no contains and 6 shields on the sides and 2 in the back. So that any bombers that hits the front slot the damage and crits go straight through.

You could even start with a low-to-middling amount of dice (for a super weapon) with a Liberty defense suite of tokens, and then, with the titles, go something like:

Conquerer:

Add ‘X’ dice to your front arc battery. You can not resolve redirect defense tokens if your front arc is defending.

Twilight:

Add ‘Y’ Dice to your front arc battery. While defending with your front arc, brace tokens only reduce damage by 1 instead of half.

Gives distinct choice between untitled or titles, as they have drawbacks - and unique ones. And shows taking some protons down your emitter modules are going to be a bad deal.

it also lends a thematic feel that Conquerer and Twilight are prototypes; whereas a basic priduction model (untitled) reinforces defense of the emitter array at a reduction of output... which seems reasonable, and is something we don’t really see reflected in the Interdictor.

Edited by Drasnighta
19 minutes ago, mhd said:

I've thought about some sort beam weapon aimed entirely with the ship might be cool. I don't know the dice but it could have a front arc that is basically two parallel lines (maybe half a squadron dial wide) with no shields in the front but then substantial side shields (since they would wrap around to the front).

The result would be a ship you have to aim, it would be tough to hit small ships although larger slower moving ships may not be too difficult. It would be highly vulnerable to fighters punching the unshielded front arc but do to the parallel "slot" of an arc and line of sight dot set way back it would be difficult to hit it with a ship that didn't have a death wish.

Okay, but here's the problem I see with this (and why I went the route of targeting via the dice rather than an arc); how do you "aim" a ship directly at another ship using a system that clicks exact changes in course and doesn't allow for "realistic yaw" (less than a full click)? You could easily go a full tourney and maybe only get off one shot with a ship that should have a high point cost. There would be no point in taking the ship?

I agree on making it vulnerable to fighters and small ships that rush it (even under my idea of insta-killing a small ship per hit, a flotilla of low cost ships could possibly kill it before it could get them all) but to narrow its firing arc to the point of "what's the point" seems to negate the whole point of the ship. I mean, sure it would likely work that way in point blank confrontations, and that's exactly why I didn't go that route. You'd never see this ship in a point blank confrontation. It would sit far out from the battle, where that narrow fire arc covered a quarter of the sky. Consider how far away from the DS 2 the fleet was when it was sniping them. That's the distance you'd park this thing at. IMO