Secutor-class SD - Scratch Build Project

By Captain_Nemo, in Star Wars: Armada Painting and Modification

9 hours ago, Captain_Nemo said:

The Lay out/Ship in itself seems nice, however I think it isn’t so fitting for the secutor, mainly its side arcs ar too powerful in my opinion -personally wouldn’t say more than 4 die, I like the seven foward die though, seems perfectly right.

Thanks,

well not completely scratch built, but I already thought about making a mould of it,

though i‘d had to learn that aswell ... :D

Drop us a line if you do!

I definitely want one of those.

On 8/7/2018 at 7:52 AM, cynanbloodbane said:

Drop us a line if you do!

I definitely want one of those.

I definitely will, if I do a mould of it.

gonna see how the rest of the build works out before that though

So I've thought about the stats for the ship(s) and merged/used some ideas/critique of others here in the thread.

So lets start with the the cheaper Carrier Refit (aka the xyz I-class equivalent):

43245072214_af392ee09f_z.jpg

I think (especially after the reveal of the executor) that the 7 die represent a good compromise for the Secutor, having only the firepower of a Star Destroyer and allowing it to still be weaker than the ISD. I also think that the 2 red, 3 blue, 2 black division of die doesn't define it as either a Brawler or Artillery piece. This also acting for the side arcs. Shield wise I think that the 4/3/1 split of the shields is a good way of keeping it on par with the ISD (considering the 12 Hull) while also giving it a definite weakspot in the rear. It keeps the command value of 3 of all large ships. With the ESD out now the squadron value had to be 5 and so it is lastly the engineering value is a underwhelming 3, in line with the low value of the quasar, to give it more focus on squadrons (just say, that most the crew is servicing squadrons). The speed has a maximum of 2, with the movement profile of the interdictor.

Upgradewise it has the obligatory officer, a weapons team and two offensive retrofits, putting the focus on its carrier duty and finally an ordnance and ion slot as weapon upgrades. However I am not really sure about those (absolutely not).

So, onwards with the more expensive Command Refit (aka the xyz II -class equivalent (I was getting bored of calling thinks I and II )) :

43245076814_9e5f61e15d_z.jpg

The base stats are the same, only the armament, upgrade suite and point cost change, all of them putting it more in a multi-role battleship role.

The armament, gets a longer range focus by changing two black die for a blue and a red in the front, and for a blue in the sides/rear. The upgrades stay roughly the same. It gains some resilience, while losing some of its carrying ability, switching a offensive retrofit for a defensive one. It also gains a fleet command slot to meet its name. The next change is its loss of the ordnance slot for a turbolaser slot, keeping up with its armament. Finally it loses an anti squadron dice, decreasing the armament to 1 blue compared to the Carrier refits 2 black (ala the ISD II in legends).

The only thing left now is the point cost. I put them both above all ISDs, or rather the cheaper one is as expensive as the most expensive ISD. However I am absolutely not sure wether its to cheap or expensive or just right. I also would also like to either add an shield to the rear or to increase the engineering value by 1, but I think it is fairly good for now.

Addendum/Afterthoughts:

I forgot to show the arc-layout, though its nothing special:

43245074614_559e8ce491_n.jpg

Other stuff:

I thought about some titles:

Conquest (6 pts.):

After deployment, place two command tokens of your choice on this card.At the start of any Ship phase you may remove 1 of these tokens and assign it to this ship.

It gives a way of obtaining command tokens without spending dials, other than coms net flotillas or officers as aresko, yularen or grint. It also gives a toned-down, limited version of thrawns effect. It helps in the command/flagship role serving the fleet commands, or it could also help your squadron commands.

Requestor (6 pts.):

Squadron command: You can activate squadrons in close-medium range of friendly ships at distance 1-5.

This again helps again the carrier role, giving all friendly ships in range an effect similar to relay or Centicore. I fear that this might be to strong, so - depending on feedback - I might shorten the distances.

Praedatrix (5 pts.):

Concentrate Fire command: When attacking you may reroll any number of die in your attack pool.

This gives an alternative to reroll die other than Vader, Leading shots and veteran gunners/ordnance experts, boasting its offensive output, while somewhat hindering its squadron commanding ability (though not much).

Edited by Captain_Nemo
On 8/7/2018 at 2:52 AM, cynanbloodbane said:

Drop us a line if you do!

I definitely want one of those.

On 8/8/2018 at 5:43 PM, Captain_Nemo said:

I definitely will, if I do a mould of it.

gonna see how the rest of the build works out before that though

I'll be your second buyer if you do, no matter the shipping cost! ?

On 9/5/2018 at 3:06 AM, Piratical Moustache said:

I'll be your second buyer if you do, no matter the shipping cost! ?

I’ll will let you know - if i ever cast them,

though currently the build is on hold - school comes first for now, holidays are a few weeks away though

Edited by Captain_Nemo