Homebrew stats for Hammerhead Corvette 2.0?

By GilmoreDK, in X-Wing Epic Play

Hi all..

I am scratchbuilding a Hammerhead Corvette (it is sorely missing in the Epic line up) .. But is there anyone who has done the same and produced ship cards, stats etc. for the ship in 2.0?

I guess It should have a full front arc main armament. 1 or two hardpoint upgrades, 1-2 cargo upgrades Speed 4.. But what else?

There is a nice 3D print model that I have printed up. Been hoping for good ideas for stats.

Simplest thing to do would be to just copy the Raider stats. Replace 1 Team with a Cargo, and strip off the Torpedo/Missile slots. Not as cool as a full homebrew, but it'd work and be pretty balanced.

It'd also be good to change the ship ability. No longer gain a bonus to bullseye attacks, but something like:

  • Ramming Speed: When you partially execute a maneuver, ships you overlap suffer [critical hit] as if the speed on your dial was 1 higher (maximum 6). When you overlap a huge ship, you suffer [critical hit] as if the speed on your dial was 1 lower (minimum 1). When you execute a maneuver and overlap any Standard ships, roll a total of 2 fewer dice (minimum 1).
    • For context on the standard ships: normally, you'll total up and roll some number of dice. You'll gain stress for any hits rolled, and suffer crits for any crits rolled. The total dice is based on the bases of the ships you overlap: 1 die per small, 2 per medium, 3 per large. With this rule, a Hammerhead would roll the minimum of (S+2M+3L-2) or 1.

This way, you're better at ramming (deal an extra damage, take less), and that's what everyone would love a Hammerhead to be, right?

14 hours ago, theBitterFig said:

Simplest thing to do would be to just copy the Raider stats. Replace 1 Team with a Cargo, and strip off the Torpedo/Missile slots. Not as cool as a full homebrew, but it'd work and be pretty balanced.

It'd also be good to change the ship ability. No longer gain a bonus to bullseye attacks, but something like:

  • Ramming Speed: When you partially execute a maneuver, ships you overlap suffer [critical hit] as if the speed on your dial was 1 higher (maximum 6). When you overlap a huge ship, you suffer [critical hit] as if the speed on your dial was 1 lower (minimum 1). When you execute a maneuver and overlap any Standard ships, roll a total of 2 fewer dice (minimum 1).
    • For context on the standard ships: normally, you'll total up and roll some number of dice. You'll gain stress for any hits rolled, and suffer crits for any crits rolled. The total dice is based on the bases of the ships you overlap: 1 die per small, 2 per medium, 3 per large. With this rule, a Hammerhead would roll the minimum of (S+2M+3L-2) or 1.

This way, you're better at ramming (deal an extra damage, take less), and that's what everyone would love a Hammerhead to be, right?

Coming from Armada i think this great should be a title - Garels Honor..

3 hours ago, GilmoreDK said:

Coming from Armada i think this great should be a title - Garels Honor..

Could be.

On the other hand, in Armada, it's an effect you really want to limit to a single. A fleet could easily have three or four Hammerheads, and is it really a great idea for that many ships to be doing ramming strategies? Probably not.

But in X-Wing, where realistically folks won't have more than one Corvette-class huge ship on the table, it's probably not as much of a risk.

I second the idea of using an existing ship as blueprint for it.

38 minutes ago, LUZ_TAK said:

I second the idea of using an existing ship as blueprint for it.

I think the same - i am going to use the C-roc as baseline for stats and dial - it should be older, slower and smaller than the Raider and CR-90... Removing the ilicit and payload upgrades and adding a Gunner and Hardpoint upgrade. Adding the ramming rule above as ship ability.

In that case, might be worth including the cost of the "Corsair Refit" in, since getting an extra Hardpoint is pretty valuable. Not all slots need to be paid for (gunner in place of illicit/payload seems reasonable), but Hardpoints seem to have real value.

With the caveat that I’ve never yet played a game of Epic, these all sound like good ideas, except the part where the Hammerhead loses missile and torpedo slots. I’m also an Armada guy, and the more popular of the two basic varieties of Hammerhead is literally called a “Hammerhead Torpedo Corvette.” So it’s kinda necessary to the basic character of the ship that it carry warhead launchers, in my opinion.

16 hours ago, Cpt ObVus said:

With the caveat that I’ve never yet played a game of Epic, these all sound like good ideas, except the part where the Hammerhead loses missile and torpedo slots. I’m also an Armada guy, and the more popular of the two basic varieties of Hammerhead is literally called a “Hammerhead Torpedo Corvette.” So it’s kinda necessary to the basic character of the ship that it carry warhead launchers, in my opinion.

The hardpoint upgrade makes it possible to mount Torps becoming a Torpedo Corvette or an Ion or targeting battery becoming the Scout Corvette.... And as standard main armament it already have a basic forward firing 3 dice battery.

4 hours ago, GilmoreDK said:

The hardpoint upgrade makes it possible to mount Torps becoming a Torpedo Corvette or an Ion or targeting battery becoming the Scout Corvette.... And as standard main armament it already have a basic forward firing 3 dice battery.

Wait, you can add regular cannon, missile, and torpedo upgrades onto hardpoint slots?

12 hours ago, Cpt ObVus said:

Wait, you can add regular cannon, missile, and torpedo upgrades onto hardpoint slots?

No.

17 hours ago, GilmoreDK said:

The hardpoint upgrade makes it possible to mount Torps

Hardpoints are different in Epic, and not like the "Weapons Hardpoint" ship ability on the M3-A Scyk or T-70 X-Wing.

Meanwhile, Ordnance Tubes don't give you Torpedo/Missile slots, just make it easier to attack with Missiles/Torpedoes you already have equipped, since you could do bonus attacks with them.

On 7/9/2020 at 12:01 AM, Cpt ObVus said:

With the caveat that I’ve never yet played a game of Epic, these all sound like good ideas, except the part where the Hammerhead loses missile and torpedo slots. I’m also an Armada guy, and the more popular of the two basic varieties of Hammerhead is literally called a “Hammerhead Torpedo Corvette.” So it’s kinda necessary to the basic character of the ship that it carry warhead launchers, in my opinion.

Yeah, OK. Non-laser armaments didn't up on Wookieepedia, and that's where I'd gotten my sense of things from.

If keeping Missile/Torp slots and basically homebrewing a Hammerhead by bringing over Raider stats, it probably wouldn't be too bad to just keep them.

Edited by theBitterFig
1 hour ago, theBitterFig said:

No.

Hardpoints are different in Epic, and not like the "Weapons Hardpoint" ship ability on the M3-A Scyk or T-70 X-Wing.

Meanwhile, Ordnance Tubes don't give you Torpedo/Missile slots, just make it easier to attack with Missiles/Torpedoes you already have equipped, since you could do bonus attacks with them.

Yeah, OK. Non-laser armaments didn't up on Wookieepedia, and that's where I'd gotten my sense of things from.

If keeping Missile/Torp slots and basically homebrewing a Hammerhead by bringing over Raider stats, it probably wouldn't be too bad to just keep them.

Hammerheads probably should be substantially weaker. By Armada standards, the Raider Corvette is a brand spanking new warship, and one of its conceived roles is dedicated starfighter hunter (which should make it a beast in X-Wing). The Hammerhead, meanwhile, is smaller, slower, less maneuverable, has inferior shielding, inferior upgradeability, and somewhere between 25% and 50% less firepower per arc than the Raider (and its dedicated anti-squadron guns are only half as strong). It’s substantially inferior in every way, except that it has a somewhat better hull value, and is quite a bit cheaper. Hammerheads fit squarely into the “Well, we could always mount some guns on this piece of ****, she still flies,” school of improvisational paramilitary engineering for which the early Rebellion is famous.

It's just that balance becomes a lot harder. Dropping from 4 to 3 red dice and keeping the full arc, cutting energy and shield recharge rates, and it's a lot trickier. Like, somewhere between a C-ROC and a Raider, but where exactly?

Just using exactly the Raider stats and running that? OK, we know it's fair.

//

If someone wanted a Hammerhead substantially weaker than the Raider/CR-90, xeroxing the C-ROC would do it. Front rather than full arc, tweak the configuration to give a torpedo rather than cannon/turret upgrades. Then you could have a single hardpoint for Ion or whatever, or run Ordnance Tubes with Missile/Torp.

Swap the ship ability for the "Ramming Speed" and maybe increase the cost 5 points.

Edited by theBitterFig
1 hour ago, theBitterFig said:

If someone wanted a Hammerhead substantially weaker than the Raider/CR-90, xeroxing the C-ROC would do it. Front rather than full arc, tweak the configuration to give a torpedo rather than cannon/turret upgrades. Then you could have a single hardpoint for Ion or whatever, or run Ordnance Tubes with Missile/Torp.

Swap the ship ability for the "Ramming Speed" and maybe increase the cost 5 points.

I am going to use the C-roc as a base .. Looking at Armada stats it probably ought to have abit more hull points compared to the Raider.. Looking at Armada:

Raider: 8S+4H+Best in class defensive suite (having a Brace defence token)

CR-90: 7S+4H

Hammerhead: 5S+5H+Worst defensive suite (only 1 evade and a measly Contain=Damage control in its place)