The Big Prequel-Ship Stats Argument Thread

By Bucknife, in X-Wing

REPUBLIC (speculation):

Generally less shields than GCW-era rebs, generally less firepower, generally cheaper, generally fewer p ilot abilities and almost no mod slots... Just my guesses here. Not comprehensive of every slot for every ship; just the cliff notes.

V-19 Torrent : 2-2-3-1, no astro or torps, 20-30pt range, 8 squad max.

ARC-170 : 2/2-1-5-2 , normal stuff, 40-60pt range, 4 squad max.

Delta7 : 2-3-3-1, astro + 1-2 force, 30-60 pt range, 6 squad max.

V-wing : 2-3-2-1 , astro + no torps, 20-30 pt range, 8 squad max.

Y-wing : 2/2-1-7-2, front arc+mobile arc but no turret upgrades, 30-50pt range, 5 squad max.

N-1 Starfighter: 2-3-3-1, torps+astro, 30-40 pt range, 6 squad max.

LAAT gunship : 3/2-1-7-3, +mobile arc for 270 degree coverage, missile slot, 1or2crew+Gunner, 55-70pt range, 3 squad max.

Edited by Bucknife
Can't math at night

SEPARATISTS (speculation):

2-3 variants of initiative and stats/upgrades each droid ship. Very few shields or mod slots.

Vulture : 2-3-2-0, 15-30 point range. (10, but can't use more than 8 per tourney rules).

Tri-droid : 3-3-2-1, 30-40 pt range, 6/7 squad max.

Hyena Bomber : 2-2-4-2, fancy stuff, 40-50 point range, 5 squad max.

Geonosian Starfighter : 2-2-3-2, I don't know...some weird stuff, probably 5 max.

Sith Infiltrator: 3-2-5-3, cloak, 1-2 force, 3 max.

23 minutes ago, Bucknife said:

Generally less shields than GCW-era rebs, generally less firepower, generally cheaper, generally fewer p ilot abilities and almost no mod slots... Just my guesses here. Not comprehensive of every slot for every ship; just the cliff notes.

V-19 Torrent : 2-2-3-1, no astro or torps, 20-30pt range, 8 squad max.

ARC-170 : 2/2-1-5-2 , normal stuff, 40-60pt range, 4 squad max.

I disagree that they should have 'Generally less firepower', considering most of the rebel ships are actually old Republic ships.
The ARC should have identical stats to the rebel one - Doesn't it normally have 3/2 attack?
I think the V-19 probably deserves 3 att also.

The LAAT will be difficult to balance. It needs to be absolutely bristling with weapons, having probably the most guns per size on a single ship in all of star wars (correct me if I'm wrong, I'd love to see one with more! ? ), but also not be utterly broken levels of OP-ness.. I imagine that would make it something like an extreme glass cannon, but that doesn't seem to fit what we see of it in the source material. I'll enjoy seeing what the devs come up with!

42 minutes ago, Bucknife said:

REPUBLIC (speculation):

Generally less shields than GCW-era rebs, generally less firepower, generally cheaper, generally fewer p ilot abilities and almost no mod slots... Just my guesses here. Not comprehensive of every slot for every ship; just the cliff notes.

V-19 Torrent : 2-2-3-1, no astro or torps, 20-30pt range, 8 squad max.

ARC-170 : 2/2-1-5-2 , normal stuff, 40-60pt range, 4 squad max.

Delta7 : 2-3-3-1, astro + 1-2 force, 30-60 pt range, 6 squad max.

V-wing : 2-3-2-1 , astro + no torps, 20-30 pt range, 8 squad max.

Y-wing : 2/2-1-7-2, front arc+mobile arc but no turret upgrades, 30-50pt range, 5 squad max.

N-1 Starfighter: 2-3-3-1, torps+astro, 30-40 pt range, 6 squad max.

LAAT gunship : 3/2-1-7-3, +mobile arc for 270 degree coverage, missile slot, 1or2crew+Gunner, 55-70pt range, 3 squad max.

I expect the Y-wing to be altered much like the Scum Falcon. I can see a Y-wing with +1 hull (maybe -1 shield) and a different dial.

29 minutes ago, Bucknife said:

SEPARATISTS (speculation):

2-3 variants of initiative and stats/upgrades each droid ship. Very few shields or mod slots.

Vulture : 2-3-2-0, 15-30 point range. (10, but can't use more than 8 per tourney rules).

Tri-droid : 3-3-2-1, 30-40 pt range, 6/7 squad max.

Hyena Bomber : 2-2-4-2, fancy stuff, 40-50 point range, 5 squad max.

Geonosian Starfighter : 2-2-3-2, I don't know...some weird stuff, probably 5 max.

Sith Infiltrator: 3-2-5-3, cloak, 1-2 force, 3 max.

For point costs I can't see a ship costing less than 23 points for now. I can see vultures being sort of like a revers howlrunner. Instead of howlrunner being the focal point giving out rerolls, Vulture droids can gain a calculate for each vulture droid ship within range 1, making them a swarm ship. Probably 3 hit points.

23 minutes ago, Bucknife said:

Tri-droid : 3-3-2-1, 30-40 pt range, 6/7 squad max.

3-3-3-0 They didn't have shields. Slots = Cannon, Missile, Sensor, Mod. Evilly good dial ( red 2 T-Rolls, red 3 S-loops
and red 3/5 K-Turns. Straights to 4 blue, 5 straight white. Blue 1 and 2 banks. Blue 2 hards. White 1 & 3 hards & 3 banks) 1 PER SMALL BASE!

24 minutes ago, Bucknife said:

Vulture : 2-3-2-0, 15-30 point range. (10, but can't use more than 8 per tourney rules).

2-3-2-0 works though 2-2-3-0 is closer. No less than 22pts, 23-24 more likely. Slots = Missile, Sensor, Mod, Config. Configuration = The "wings" can open and close. Open: White barrel roll, Red boost, Can fire Secondary, +1 die to primary (bullseye only), banks 1 step easier. Closed: Red barrel roll, White boost, Cannot use secondary, straight maneuvers 1 step easier. 1 PER SMALL BASE!

33 minutes ago, Bucknife said:

Hyena Bomber : 2-2-4-2, fancy stuff, 40-50 point range, 5 squad max.

2-2-5-1 if not 2-2-6-0 (Separatists didn't shield most of their droids). Slots= 1 Missile, 1 Torp, 2 Device, Sensor, Mod. 1 PER SMALL BASE!

1 hour ago, Bucknife said:

ARC-170 : 2/2-1-5-2 , normal stuff, 40-60pt range, 4 squad max.

Erm… Why reduce it from 3/2-1-6-3???? The Rebel ARC-170s were war torn relics, not factory rebuilds/upgrades....

IMO Republic ARC should be better than the Rebel one, on the same basis Resistance Falcon is weaker than Rebel Falcon - in the Republic ARC was a shiny new top of the line fighter, with extensive logistical support, steady stream of spare parts and well trained maintenance crews. Rebels on the other hand are using worn off crafts with two decades of history, have no access to original production lines and very likely are substituting damaged elements with random bits from other ships.

Sensor upgrade would be a minimum, seeing as it was a high tech fighter with a sensor suite the size of a TIE ball, maybe a point of shields, red boost or some linked actions.

Differentiating Clone Z-95, V-19 Torrent, V-wing, and Naboo N-1 could be tricky. I agree that V-19 should be the swarmy cheap one, but it wasn't shielded, so 2 / 2 / 4 / 0 , barrel roll and you missed a missile slot. Then Z-95 was an upgrade over the Torrent, maybe 2 / 2 / 3 / 2 with torpedoes instead of missiles and a boost instead of barrel roll? Or a red BR and white boost? White BR and red boost? Both white? Dunno, I'm basing it purely on the fact that it looks fast. N-1 I agree with your stats.

V-wing was the high end late war fighter (entered service later than ARC), so I would be more generous with stats. 3 / 3 / 3 / 1 , 3 / 3 / 2 / 2 ? with linked repositions.

LAAT/i... I'm very curious how they will handle this one. front cannons, rear cannon, side turrets, wing turrets, missiles under the wings two launchers over the top. 2 front, 2 back, 2 mobile arc? I'd say we're dangerously close to PWTs but then the Resistance bomber does have a 270 coverage, and with stronger frontal firepower. As for missiles, 2 missile slots and white reload is absolute minimum. Maybe 3 missile slots.

I would see Republic ships differently. The Republic invested quite a bit in their pilots and training; those things aren't cheap throwaways. I'd expect the focus of this faction to be a Jedi with Jedi powers leading any given squad, with clones as wingmen, gaining bonuses from each other.

The seperatists are the cheap mass production faction.

ARC-170 stats should remain the same, with fun new clone pilot synergies.

BTL-B Y-Wing should be a little more expensive and +1 hull but otherwise the same. I can see the argument for dropping a shield but nah.

Clone Z-95 is basically the same ship but with torpedoes instead of missiles. Maybe the barrel roll isn't red, the clones didn't seem to have much trouble with that.

Delta-7/7B - I could see them doing this as a single expansion, with configuration reflecting the two variants. The Delta-7 would have an ability that reflects the integrated astromech and be 3FWD/3AGI/2H/1S, while the Delta-7B has an extra attack die, an extra hull point, and an astromech slot. While they could do this, I mostly expect them to just do the 7B on it's own, with a 3FWD/2AGI/3H/1S stat-line. Force talents, modification, and astromech slots.

Eta-2 Actis - 3FWD/3AGI/3H with a much stronger dial than the Delta-7/7B, should be close to the interceptors we currently have if maybe not quite as good. Lots of force pilots and linked actions, maybe a ship ability that lets you spend force to not stress on a linked action? Depending on the layout, that might be too close to what Vader does. Force talents and astromech slots.

V-Wing - TIE Fighter stats -1 hull +1 shield, slightly better dial, with an astromech slot, no other slots. Should be fun.

V-19 Torrent - 2FWD/2AGI/3H/1S. Missile slot. Probably not a great dial. Can turn fine but not a lot of speed, I'd think? I feel like I haven't watched episodes featuring them in a while so hard to judge based on memory alone. Maybe no slots past the missiles.

LAAT/i - This ones a bit weird as the main space-faring version in lore we have of it does not have the ball turrets (instead has flood lights). But this could have been a single mission load-out. We also know that the LAAT launches from it's carrier in space, so it has to be capable of at least short flights exoatmo. The version with the ball turret is the more recognizable version. If we assume the ball turrets are there, we could have a special scenario where it's 3FWD, but has the forward 180' arc painted, allowing only 2 attack out of the side portions of the 180 (perhaps this is in the ship ability). There's also a rear weapon giving a 2 attack rear arc. These ships are not greatly maneuverable though they do seem fast in atmosphere, I think they likely are slower in space. I'd give it a slightly different Lambda dial, probably. No shields, at least 4-5 hull. 2-3 crew slots, not much else.

I think if we see the LAAT/i we might not see any of the various shuttles the Repbulic has. They fit fairly similar roles. If we do get one, I hope it's whichever one is fastest.

I'll come back for CIS in a bit.

Jar Jar (Crew): during the system phase, flip this card to the “Meesa maik evreeting suck!” side. Leave this card in play until Disney buys The Phantom Edit and makes it canon.

Belbullab-22 - 3FWD/2AGI/4H/0S. Maybe a ship ability related to it's pair of "triple laser cannons." Re-roll on attack? At least 1 modification slot for sure, not sure of any other slots. I'm a little uncertain on it's agility but as it was primarily used to escape combat zones, it should be fast down a straight line.

Droid tri-fighter - 3FWD/3AGI/3H/0S sounds correct to me. Missile slots, maybe a modification slot. Ship ability is maybe related to independent thrusters. Maybe giving something weird like selecting any 1 speed templates for boosts and rolls. Calculate instead of focus, of course, though this droid has a more advanced brain than it's predecessors, so maybe also have some additional functionality in some regard for calculate.

Hyena Droid - 2FWD/2AGI/4H/0S. Dial will be just a little worse than whatever the Vulture gets. Missile, Torpedo, and Device slots. Calculate should impact its munitions in some additional way, maybe functioning as a focus for requirements, and whenever you fire torps or missiles, or when one of your bombs detonate, you can flip up to two eyeballs at the cost of a calculate token. Bombs there doesn't feel right but something like that. Reload action.

Nantex-class - I'm not certain we should have this one but I like that it's a non-droid fighter that's also more of a "swarm" ship for CIS. Stats would probably be about the same as a TIE/ln.

Rogue-class - 3FWD/3AGI/4H/0S. At least one modification slot. Dial a bit better than the Belbullab-22 but not as fast in the straights. Xanadu Blood title should add an extra mod slot and either an illicit slot or just gives the cloak action. Hopefully we'll have a reason to want multiple mod slots by then.

Vulture Droids - 2FWD/2AGI/3H/0S. Calculate is central to this ship so it should have a cool ship ability related to that, and maybe pilot abilities also will use the action or token in some way. I could also see a ship ability that adds an extra attack die in the bullseye arc to represent the infantry cannons on the head module which are of lesser power but sometimes are seen firing in dogfights but that might just be a single pilot or such that has that ability. Missile slot, torpedo slot (maybe, the source that provided this was removed from Starwars.com some time ago, can't recall if we ever actually see them having torpedoes).

Sheathipede- At least one pilot that doesn't have a crew slot, instead having a small droid control brain. Would be cool. Same stats as Rebels version. Maybe the droid controller is a crew upgrade instead. Droid controller would provide some kind of benefit to friendly ships with Calculate.

HMP droid gunship - 2FWD/2TUR1/1AGI/6H/0S (or 1 S). Modification slot, 2x missile slots, sensor slot maybe. Medium base. Ship ability is linking a red a reload from any other action. I think it would also be neat to see a droid controller here though I don't think that's supported in lore. It just feels right to me.

Star Courier - 3FWD/2AGI/5H/3S Large base. Sensors, modification, torpedoes, cannon, device, crew (maybe 2). Good dial for a large. Scimitar title adds cloak action. Crew upgrade cards coming with it would include the dark eye probe droids (they would take a slot but you would put 3 tokens out on the map that give bonuses when you're near them. Maul and Sidious are both pilot options. Generic pilot at the end could be Nightsisters to give it an additional force user instead of a boring generic.

Delta 7 Jedi Starfighter: 2 / 3 / 3 / 1 ( 1-3 ) - Force, Astromech, Modification (2?)

- They were flown by Jedi so will all have Force slots rather than the Talent one, and the Astromech one is a guarantee though the question is if it should have 1 or 2 Modification slots as some Jedi were known to make modifications to their fighters notably Anakin and Tinn.

Eta-2 Jedi Starfighter: 3 / 3 / 4 / 0 ( 1-3 ) - Force, Force, Astromech, Cannon, Modification (?)

- Again flown by Jedi so have the Force slot and to make them feel different from the Delta 7 they could get dual Force slots like how 1.0's A-Wing did with their Talent slot. The Astromech is obvious, the cannon slot is a possibility as they were equipped with ion cannons and their ship ability will likely be Autothrusters, though I could see the ship possibly having a modification slot due to some Jedi working on them or they might not to represent how striped of systems they were for their speed.

V-19 Torrent: 2 / 3 / 3 / 0 - Talent, Missile, Modification

- The swarm/filler ship of the Republic, though funnily enough it is wider than the ARC-170 so will likely be on a medium base. It only has 2 normal laser canons hence the 2 attack, and will help keep the price down though will likely still be more expensive than Rebel, Imperial, and Scum swarm ships due to being on the medium base unless they shrink the model down to fit on a small base.

V-Wing Starfighter: 2(3?) / 3 / 3 / 1 - Talent, Astromech, Missile

- It was the Republic's interceptor piloted by non Jedi, so all things considered will likely be treated sort of like an A-Wing in the game as a blocker or flanker. It is also likely one of the few Clone flown ships to not be on a medium base. Has its built in Astromech, so will likely get that as a slot unless they wanted to do something really different and have that as a ship ability instead of giving it something more along the line of the A-Wing's ability to link into a boost. As for its attack it might have 2 due to only having 2 laser cannons but at the same time they were rapid fire ones so it might get bumped up to a 3.

Clone Z-95: 2 / 2 / 3 / 2 - Talent, Torpedo, Modification

- It is nearly as wide as a ARC-170 so it could easily be on a medium base. Since the craft was treated as the mainline fighter and is bigger than the Z-95 in the game I gave it an extra hull, though its armament wasn't all that different aside from the torpedo tube instead of a missile launcher.

ARC-170: 3(V) + 2(^) / 1 / 6 / 3 - Talent, Torpedo, Sensor, Crew, Gunner, Astromech, Modification

- Not much different from the Rebel release, but has generics and a sensor slot since well it is an 'Aggressive ReConnaissance' craft.

BTL-B Y-Wing: 2 / 1 / 7 / 2 - Talent, Turret, Torpedo, Device x2, Astromech, Gunner, Modification

- The more heavily armored Y-Wing variant, gains an extra hull due to the armor which brings it into line with the ARC-170 in terms of total health and as it was the mainline bomber for the Republic gains an additional Device slot. I could see FFG definitely playing with its dial and actions to an extent. With the ship's extra length I could see it either being put on a small or medium base. It also dropped an Electro-Proton Bomb in an episode of the Clone Wars so might get a new device upgrade in the pack too.

LAAT/i: 2(V) + 2(^) / 2 / 5 / 1 - Talent(?), Missile x2, Crew x2, Gunner, Modification

- So, the first thing to talk about is its attack, they could always treat it such that it just has a forward 180 degree arc with a rear arc or they could have it where it has a forward 2 arc, back 2 arc and a mobile 2 bowtie arc to represent the ball turrets and wing beams and give the ship a gunner option similar to the one for the TIE/SF where it makes the forward arc a 3 primary if the mobile arc is pointed to the front and back. If they went with the later you have to choose between trying to chip away with a 360 2 dice or to focus on flying with a 3 forward, though with its missile slots, unless they limit it to 1, the ship will likely take Barrage Rockets so long as they have the points. As for its size I could see them either putting in on a small or medium base. Surprisingly the ship had shielding though taking a cue from the Phantom 2 it likely wasn't well shielded.

6 hours ago, Stefan said:

I would see Republic ships differently. The Republic invested quite a bit in their pilots and training; those things aren't cheap throwaways. I'd expect the focus of this faction to be a Jedi with Jedi powers leading any given squad, with clones as wingmen, gaining bonuses from each other.

The seperatists are the cheap mass production faction.

Of all the factions I'd imagine that the Clone have the best pilot training of them. The Clones trained for years while the Empire tossed lots of pilots into ships with a sink or swim attitude, the Rebels took any and everyone they could get, Scum is pretty much any guy with a ship so no training, the Resistance dito for the most part, and the First Order might have the second highest training program but puts their pilots in ships that still try to follow Imperial doctrine. I think we might find that the Jedi have the strong ace abilities, some possibly having protective or boosting effects for the Clones while the Clones will work well together in the same way that the Rebels do if not a little better due to them all being brothers and well organized.

2 hours ago, CaptainIxidor said:

Delta-7/7B - I could see them doing this as a single expansion, with configuration reflecting the two variants. The Delta-7 would have an ability that reflects the integrated astromech and be 3FWD/3AGI/2H/1S, while the Delta-7B has an extra attack die, an extra hull point, and an astromech slot. While they could do this, I mostly expect them to just do the 7B on it's own, with a 3FWD/2AGI/3H/1S stat-line. Force talents, modification, and astromech slots.

I think if we see the LAAT/i we might not see any of the various shuttles the Repbulic has. They fit fairly similar roles. If we do get one, I hope it's whichever one is fastest.

Well, we know that the Republic's Delta 7 model is the ATOC variant but I assume they will most likely just treat the ship as a single craft without a configuration. I could easily be wrong, we will find out in November when we get more news on them.

I think we'd still see the other shuttles, because what other Large ships are there for them to use aside from the Twilight? The Nu shuttle could link well into Clone style play with it being flown by clones, while the Eta or T-6 shuttle could be a vehicle to add more Jedi crew and Jedi pilots, and we might see the Theta shuttle, but might not since it was mostly just Palpatine's shuttle.

Edited by Animewarsdude

I'm just holding out for a 1/270 scale Lucrehulk

14 minutes ago, Animewarsdude said:

Delta 7 Jedi Starfighter: 2 / 3 / 3 / 1 ( 1-3 ) - Force, Astromech, Modification (2?)

- They were flown by Jedi so will all have Force slots rather than the Talent one, and the Astromech one is a guarantee though the question is if it should have 1 or 2 Modification slots as some Jedi were known to make modifications to their fighters notably Anakin and Tinn.

Eta-2 Jedi Starfighter: 3 / 3 / 4 / 0 ( 1-3 ) - Force, Force, Astromech, Cannon, Modification (?)

- Again flown by Jedi so have the Force slot and to make them feel different from the Delta 7 they could get dual Force slots like how 1.0's A-Wing did with their Talent slot. The Astromech is obvious, the cannon slot is a possibility as they were equipped with ion cannons and their ship ability will likely be Autothrusters, though I could see the ship possibly having a modification slot due to some Jedi working on them or they might not to represent how striped of systems they were for their speed.

V-19 Torrent: 2 / 3 / 3 / 0 - Talent, Missile, Modification

- The swarm/filler ship of the Republic, though funnily enough it is wider than the ARC-170 so will likely be on a medium base. It only has 2 normal laser canons hence the 2 attack, and will help keep the price down though will likely still be more expensive than Rebel, Imperial, and Scum swarm ships due to being on the medium base unless they shrink the model down to fit on a small base.

V-Wing Starfighter: 2(3?) / 3 / 3 / 1 - Talent, Astromech, Missile

- It was the Republic's interceptor piloted by non Jedi, so all things considered will likely be treated sort of like an A-Wing in the game as a blocker or flanker. It is also likely one of the few Clone flown ships to not be on a medium base. Has its built in Astromech, so will likely get that as a slot unless they wanted to do something really different and have that as a ship ability instead of giving it something more along the line of the A-Wing's ability to link into a boost. As for its attack it might have 2 due to only having 2 laser cannons but at the same time they were rapid fire ones so it might get bumped up to a 3.

Clone Z-95: 2 / 2 / 3 / 2 - Talent, Torpedo, Modification

- It is nearly as wide as a ARC-170 so it could easily be on a medium base. Since the craft was treated as the mainline fighter and is bigger than the Z-95 in the game I gave it an extra hull, though its armament wasn't all that different aside from the torpedo tube instead of a missile launcher.

ARC-170: 3(V) + 2(^) / 1 / 6 / 3 - Talent, Torpedo, Sensor, Crew, Gunner, Astromech, Modification

- Not much different from the Rebel release, but has generics and a sensor slot since well it is an 'Aggressive ReConnaissance' craft.

BTL-B Y-Wing: 2 / 1 / 7 / 2 - Talent, Turret, Torpedo, Device x2, Astromech, Gunner, Modification

- The more heavily armored Y-Wing variant, gains an extra hull due to the armor which brings it into line with the ARC-170 in terms of total health and as it was the mainline bomber for the Republic gains an additional Device slot. I could see FFG definitely playing with its dial and actions to an extent. With the ship's extra length I could see it either being put on a small or medium base. It also dropped an Electro-Proton Bomb in an episode of the Clone Wars so might get a new device upgrade in the pack too.

LAAT/i: 2(V) + 2(^) / 2 / 5 / 1 - Talent(?), Missile x2, Crew, Crew, Gunner, Modification

- So, the first thing to talk about is its attack, they could always treat it such that it just has a forward 180 degree arc with a rear arc or they could have it where it has a forward 2 arc, back 2 arc and a mobile 2 bowtie arc to represent the ball turrets and wing beams and give the ship a gunner option similar to the one for the TIE/SF where it makes the forward arc a 3 primary if the mobile arc is pointed to the front and back. If they went with the later you have to choose between trying to chip away with a 360 2 dice or to focus on flying with a 3 forward, though with its missile slots, unless they limit it to 1, the ship will likely take Barrage Rockets so long as they have the points. As for its size I could see them either putting in on a small or medium base. Surprisingly the ship had shielding though taking a cue from the Phantom 2 it likely wasn't well shielded.

Of all the factions I'd imagine that the Clone have the best pilot training of them. The Clones trained for years while the Empire tossed lots of pilots into ships with a sink or swim attitude, the Rebels took any and everyone they could get, Scum is pretty much any guy with a ship so no training, the Resistance dito for the most part, and the First Order might have the second highest training program but puts their pilots in ships that still try to follow Imperial doctrine. I think we might find that the Jedi have the strong ace abilities, some possibly having protective or boosting effects for the Clones while the Clones will work well together in the same way that the Rebels do if not a little better due to them all being brothers and well organized.

Well, we know that the Republic's Delta 7 model is the ATOC variant but I assume they will most likely just treat the ship as a single craft without a configuration. I could easily be wrong, we will find out in November when we get more news on them.

I think we'd still see the other shuttles, because what other Large ships are there for them to use aside from the Twilight? The Nu shuttle could link well into Clone style play with it being flown by clones, while the Eta or T-6 shuttle could be a vehicle to add more Jedi crew and Jedi pilots, and we might see the Theta shuttle, but might not since it was mostly just Palpatine's shuttle.

I keep forgetting about the Twilight! I think it's a must-have for no other reason than annoying people that hate it. :D I like the extra device slot on the y-wing as that's more in line with a proper bomber. The sensor slot is interesting, I could have seen the Alliance rip those out in favor of not maintaining old tech. Nice call. I forgot about missiles on the LAAT. Good call.

4 minutes ago, CaptainIxidor said:

I keep forgetting about the Twilight! I think it's a must-have for no other reason than annoying people that hate it. :D I like the extra device slot on the y-wing as that's more in line with a proper bomber. The sensor slot is interesting, I could have seen the Alliance rip those out in favor of not maintaining old tech. Nice call. I forgot about missiles on the LAAT. Good call.

The Twilight could be interesting too with its weapons set up giving it a forward arc and then a single mobile arc that could be pointed fore, aft, and possibly to the right side.

And yea, I can just imagine:

Garvin: "Hey, my Fire Control System has been acting up, can you techs take care of that?"

Rebel Techs: "Uh..." *looks into an empty box* "Sure..."

I personally don't think that any ship without shields should have less than 3 hull, especially given the fickle nature of green dice. The Vulture Droids and Tri-Fighters should have at least 3 hull.
Bombs and Mines will already wreak havoc on a 2 hull ship with no shields, and if any additional auto-damage upgrades or abilities come into the game it will make those two ships unplayable unless they are 15 or fewer points (even then I'm not sure it's worth it if one mine can get rid of the half the squadron). And I don't think a ship that cheap will ever happen.

TIE Fighters already have a hard enough time surviving with only 3 hull and 3 agility. I know people don't want the Vulture Droids to be TIE Fighter rip-offs, so make the main difference be in the dial, built-in ship abilities, and actions, not the health of the fighter. It's already pretty much confirmed they won't have the Focus action, so that's a weakness they'll have to mitigate.

I've made my views on Vulture droids abundantly clear in other threads, but for the purposes of this thread: \2/|3|/3/3/0, Missile, mod, with Init 3 generic and unique having a talent, and the Init 5 "Advanced protoype" having 2 mods and 2 talents

The Clone Z should have a Gunner slot, with a clone gunner being a TL equivilant of Scum Han.

1 hour ago, MasterShake2 said:

I'm just holding out for a 1/270 scale Lucrehulk

Tractor tire + some white spray primer. Softball or basketball on a stick for the control module. You'd have a good start there, for much cheaper than it would cost to print and ship an official scale model in 1/270.

1 hour ago, Animewarsdude said:

Delta 7 Jedi Starfighter: 2 / 3 / 3 / 1 ( 1-3 ) - Force, Astromech, Modification (2?)

- They were flown by Jedi so will all have Force slots rather than the Talent one, and the Astromech one is a guarantee though the question is if it should have 1 or 2 Modification slots as some Jedi were known to make modifications to their fighters notably Anakin and Tinn.

Eta-2 Jedi Starfighter: 3 / 3 / 4 / 0 ( 1-3 ) - Force, Force, Astromech, Cannon, Modification (?)

- Again flown by Jedi so have the Force slot and to make them feel different from the Delta 7 they could get dual Force slots like how 1.0's A-Wing did with their Talent slot. The Astromech is obvious, the cannon slot is a possibility as they were equipped with ion cannons and their ship ability will likely be Autothrusters, though I could see the ship possibly having a modification slot due to some Jedi working on them or they might not to represent how striped of systems they were for their speed.

I believe the Delta-7 and ETA-2 will have the same stat line (3/3/4/2) there’s no way it only has a 2 attack primary. Force pilots will only get the Force upgrade slot, while if applicable others may or may not get a talent slot.

I see the Force User led ships having

1 mod slot

1 torpedo slot

1 astromech

then either a Force/Talent slot.

To balance things a bit I can see them both not having any non-unique pilots. The Delta-7 (Anakin, Obi-Wan, Saanse Tin, and Plo Kloon.) Eta-2 (Yoda, Anakin, Obi-Wan, maybe Mace) I also believe they’ll be at a minimum of 55 points depending on the pilots, Force upgrades and final stat line.

11 hours ago, Infinite_Maelstrom said:

The LAAT will be difficult to balance. It needs to be absolutely bristling with weapons, having probably the most guns per size on a single ship in all of star wars (correct me if I'm wrong, I'd love to see one with more! ? ), but also not be utterly broken levels of OP-ness.. I imagine that would make it something like an extreme glass cannon, but that doesn't seem to fit what we see of it in the source material. I'll enjoy seeing what the devs come up with!

The Sentinel-class shuttle could give it a run for its money in the weapons department, but only the Legend version. http://starwars.wikia.com/wiki/Sentinel-class_landing_craft/Legends

The Canon version seems to have be stripped of all the pew pews.

22 minutes ago, Cgriffith said:

ETA-2 will have the same stat line (3/3/4/2)

ETA 2 didn't have shields. Fang like 2/3/5/0 with a cannon slot (it had Ion cannons and 2 medium laser cannons).

3 minutes ago, Hiemfire said:

ETA 2 didn't have shields. Fang like 2/3/5/0 with a cannon slot (it had Ion cannons and 2 medium laser cannons).

Then I believe they’ll come in around 45-55 points, but I believe fluff will supersede canon. They’ll get shields.

7 minutes ago, Hiemfire said:

ETA 2 didn't have shields. Fang like 2/3/5/0 with a cannon slot (it had Ion cannons and 2 medium laser cannons).

If it did have ion cannons than it's strange they were never really seen being used as ion cannons. I think whoever stated they had these was disconnected from the actual stories a bit, or something. 3 attack without cannon slot feels much more correct for how we've actually seen it used.

Edited by CaptainIxidor
11 hours ago, Infinite_Maelstrom said:

The LAAT will be difficult to balance. It needs to be absolutely bristling with weapons, having probably the most guns per size on a single ship in all of star wars (correct me if I'm wrong, I'd love to see one with more! ? ), but also not be utterly broken levels of OP-ness.. I imagine that would make it something like an extreme glass cannon, but that doesn't seem to fit what we see of it in the source material. I'll enjoy seeing what the devs come up with!

Pretty easy really. 4 dice out the front, 3 out the sides, 2 out the back. 5 hp +5 Shield

and can only fly straight

1 minute ago, Cgriffith said:

but I believe fluff will supersede canon.

You and I have very different understandings of the term "fluff". Everywhere else I've encountered it when applied to gaming it means "peripheral story with no game impact". To you it seems to mean "things that would be cool but have no grounding in the story". Strange.

1 minute ago, Gibbilo said:

Pretty easy really. 4 dice out the front, 3 out the sides, 2 out the back. 5 hp +5 Shield

and can only fly straight

The HOTAC custom ship one of my group begged us to allow was a 180 2 die aux arc with the Tie SF title- so 2 attacks out the flanks, or a 3 die attack where the arcs overlapped.