CR-90 Ship cards (experimental rules)

By Englishpete, in X-Wing

The image attached shows the cards I made up for targeting various sections of the CR-90 Corvette I have from Kenner. I made up some rules for each section. The points for the whole ship is 185 with each section destroyed scoring the points shown on its card.

I thought it worked quite well.

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interesting concept...

Nice. Much more simplified than the rules I've made.

Nice work. Thanks for sharing!

So 33 hull points, and there are 33 damage cards in the deck. Was that intentional?

I think this is a pretty interesting idea. I'd like to see how it works out in a game for you guys.

@ Hexis.

No mate, pure coincidence. Criticals that a logically apply to a section can be used. eg pilot crits on the bridge etc. I do have a spare damage deck, so I'll use that for the CR-90 alone :-)

Also, if you have enough shield tokens, stack em up or just use pennies or record them on a piece of paper.

Edited by Englishpete

That makes a lot of sense.. how do the Points work for purchase? can you buy bits of it and have the rest destroyed? ~Is it really worth 185 points on the table? Seeing as it's only really 2 guns?

My intention was to play it as a whole 185pt ship, however, you could field it in a rescue type mission and have bits destroyed. It is 185pt ship though. The guns are pretty lethal and the sheer amount of shields and hull with abilities make it one tough ship, as a Capital Ship should be :-)

I can see this, the guns are awesome and it will will take a lot to destroy it. However with the guns having a 270 arc and the ship being slow, I can just see people taking a dozen TIEs and just flying in little circles in it's blind spot at the back, shooting it every 4th turn and it can do nothing to stop it.

Also how are you dealing with Fish-tailing. As it's stands it will probably have a long base on it, it will be off the board in a turn or two, due to the fact a 1 move is a template + length of ship. I was thinking you could design a template that cups the back of the ship something like this.

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Edited by Rodent Mastermind

I have a 5" x 5" stand for it that is attached just forward of the Sensor array. That makes moving possible. The fire arc is marked on the base. With a base that size, it also makes shooting at the ship reasonable, following the closest point on the base, just like any other ship.

The CR-90 in the fiction has only a 270 degree arc, you need fighter escorts as well. It is possible to fly without escorts as the 5" base moving 1 soft moves the tail to bring the guns to bear if the enemy don't move carefully within the blind spot.

I think a 250 point game would be interesting as a minimum. That would get you some options for fighter escorts for the rebels. Also, imperials will need to think about squads as to many ships and they can't all hide anyway.

I am thinking that as a capital ship, being bumped will not cost it actions. (the limited ones it has). You still can't shoot if base to base though, following standard rules.

If you were to run the original Black Squadron against it. (Vader, Mauler, Dark Curse, Backstabber and 5 Black Squadron ties) that is 148pts with no upgrades. You could add a few more ships up to 250pts or upgrades on Black Squadron.

I am also designing rules for the Vigil Class Imperial frigate I'm converting, so we can have a capital ship per side :-)

Edited by Englishpete