A couple WIP, smuggler and Imp gunship

By DoubleNot7, in X-Wing

Smuggler vessel "The Midnight Sun". This will be completed with a black "space camo" paintjob. My son wants me to convert his also so I may give him this one and do a second but next time I plan on some LED lights. I mounted the cockpit a bit higher instead of down low below the front pylons. The obstruction seemed silly. I wanted to also move the guns to the ends/sides, although it would look cool it would not really make much sense. The dorsal/ventral mounts are most logical for the shape of the vessel.

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Next is an Imperial Gunship? The concept is a smaller version of a Vigil Class Corvette. I plan to cut down the super structure also.

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Thoughts on ship stats? I am thinking it needs to have separate system cards like the CR90 in The Redeemer. I'd be interesting in having an alternate "all on one" card also.

My thoughts were to have armaments at (3x) gun turrets and (x2) missile bays (Concussion missiles). The vessel could target separate vessels with each weapon or combine some fire like in The Redeemer scenario. Missiles would be Port and Starboard hemispheres only with no combining with other weapons. The trio of gun turrets can combine fire but all three could only combine on a fore arc (if turrets can individually align on target of course). So most times only 2 turrets at a time could combine fire.

I was thinking of assigning each turret a firepower of 3. Thoughts on this and whole build? What sayeth the hive?

Is there any point build forulae out there???

Well, naturally I'd champion my capital ship rules and posted examples as templates to work with for your own starship. They were designed just for this purpose of being a catch-all generic rules set for anyone to adapt any kind of ship too.

3 is an X-Wing's attack ability and I think it works for large generic assault turrets. If you're having smaller guns, attack 2 is fine, and if all your guns are attacking the same target at once, attack 1 works with the provision of adding one attack die for each gun shooting at a target (which is how I run Mines, but it seems to work for capital ships as well.)

My XQ-1 platform used a concussion missile launcher (Fires one concussion missile card each turn) but I found this can be overpowering. I tried reducing it to every other turn, but I may change it back because Capital ships should be overpowered anyway- go after them with ordinance! This is with the caveat that Capital ships under my rules hardly roll evasion dice but have high HP values as an exception.

I like the changes you made to the Star Destroyer. It is a good ship to have, but just not quite the right scale for X-Wing. Can't wait to see how it turns out.

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Purely amazing work. I wish I had the talent/skill to be able to pull some of that off. Thought could I recommend maybe doing some type of gloss to your YT modification, I think it would make it pop that much more.

May have to ask you one day and see if you would be willing to do something like that for me for a bit of cash.

Constructive criticism: I realize it is probably too late for this, but I've found that when painting black, it isusually better to use a very dark charcoal colored paint instead of a black. This leavs you a little range to do a wash and bring out the recesses a little more.

I'm far from a gifted modeller or painter, I manage wargame quality at best. But thanks ofr compliments and hints. This was actually a pretty easy build. I have not put a sealer on it yet but I was still thinking of a matte sealer rather than gloss.

My son wants me to do this to his, so I am condiering making a second and adding LED lighting. Then he can have this one. He is 5, not ready to play the game but does have a small collection:

2 TIEs

1 Adv. TIE

1. TIE Int.

1 Slave 1

1 M.Falcon

1 X-wing

2 Y-wing

1 Hasrbo Star Destroyer (which he also wants converted).

Finished up the Gunship. Still need to work on the base and write-up for it.

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Nice modification, and the Imperials really need this kind of stuff for more variety. ;)