CR90, kitbash?

By Viceroy Bolda, in X-Wing

Not to be outdone by Gazerfoxie, ;) I found a Kenner blockade runner and wanted to maximize its table presence by lighting her up and giving her a fresh coat of paint. I'll see about building a bridge and crew too.

I took the screws out but couldn't get it apart. I think that it clips together in the back somewhere. The aft holds the whole thing together. I thought that I would've torn it apart it I forced it. I scribed and scratched around the perimeter of the battery compartment to try and conceal cut marks. Son-of-a-gun wouldn't pop free. So I took the hack saw to it. I still havn't freed open the back end to rewire new lights.

I know that some of use have already disassembled these dogs. Help?

IMG_2121_zps8b24c468.jpg

Also, I'm going to use white accents instead of green. I'm not sold on the green.

Edited by Viceroy Bolda

I had the same problem with my one. The battery compartment was a pain to open and none of the "light and sound" effects worked in mine. It will look much better if you can rig your own lighting anyway. Is the colour scheme something you have found or is it something you are making up? I guess you are planning on having it different from the "official blockade runner" so it can be a different type of vessel (size and colour-wise). Whatever lessons you learn from your Imperial Customs Corvette will certainly help with this build.

Good Luck!

oooh, Can't wait to see the results.. nwo I need to start thinking about lighting my YTs..

I had the same problem with my one. The battery compartment was a pain to open and none of the "light and sound" effects worked in mine. It will look much better if you can rig your own lighting anyway. Is the colour scheme something you have found or is it something you are making up? I guess you are planning on having it different from the "official blockade runner" so it can be a different type of vessel (size and colour-wise). Whatever lessons you learn from your Imperial Customs Corvette will certainly help with this build.

Good Luck!

Did you get it open?

The color is of my own design.

Edited by Viceroy Bolda

I got it open as much as you have. The main reason was to try and remove the batteries that were already inside. This was to "lighten" (pun intended) the load of the model as it is rather heavy at the back with all those engines. I didn't really think about gutting it but it could be a possibility as I have just about finished installing a lighting rig inside my Imperial Corvette (with help from a friend).

That green looks good!

...is you blind?

:wacko:

Opening the model...so far all I have done with mine is walk around the game room with it and push the buttons to make it noisy and bright.

:lol:

That green looks good!

...is you blind?

:wacko:

Opening the model...so far all I have done with mine is walk around the game room with it and push the buttons to make it noisy and bright.

:lol:

I must've gotten one from the same production line as DB. The special effects weren't very special. No lights, garbled sound. Screw that. I emailed nerf to see if I could order a gross of nerf toothpicks to shoot from the turbolasers. pew pew.

Whatever, man. I painted some white trim on her last night too. The green is too muted, whereas the white really pops. I wanted this Cr90 to have an imp flavor.

I had the same problem with my one. The battery compartment was a pain to open and none of the "light and sound" effects worked in mine. It will look much better if you can rig your own lighting anyway. Is the colour scheme something you have found or is it something you are making up? I guess you are planning on having it different from the "official blockade runner" so it can be a different type of vessel (size and colour-wise). Whatever lessons you learn from your Imperial Customs Corvette will certainly help with this build.

Good Luck!

After last night's post, I removed the battery compartment entirely via dremel.

Although the CR90 was used by the rebel alliance as a front line ship early on, the empire used CR90s for primarily political and non-combat duties. I plan to organize the deck for this ship similarly to the DP20. 8 cards roughly organized like this...

Bridge. Three crew slots with custom crew cards to increase leadership and abilities.

Twin turbolaser. 2 attack dice. Small ships get an extra evade.

Twin turbolaser. 2 attack dice. Small ships get an extra evade.

Turbolaser. 2 attack dice. Small ships get an extra evade.

Turbolaser. 2 attack dice. Small ships get an extra evade.

Radar assembly. During the action phase, roll # dice. (?) results may call one reinforcement.

Radar assembly. During the action phase, roll # dice. (?) results may call one reinforcement.

Engines. Chitty chitty bang bang.

No TL or focus actions.

Reinforcements can only be called if a friendly ship has been destroyed. That ship can return to play as a reinforcement but its pilot skill is reduced to 1. Ignore all upgrades and special abilities. Place a marker token in the base of reinforcements.

Upon a successful roll to call reinforcements, the resurrected pilots will be placed on their starting edge of the board during the next planning phase.

What does that mean? It means that the CR90's turbolasers are nearly ineffectual against star fighters, and it would benefit from star fighter escorts. This dog would probably sit on the back edge of the board, calling up reinforcements. It would essentially act as a command ship. Starfighters attacking the CR90 might have to deal with escorts who gain heavy leadership bonuses. They may pay a heavy price to take down those radars.

Leadership upgrades: So far I considered a few crew cards. Base ship would have skill 2.

Captain. +4 to ship skill

1st Officer. +2 to ships skill

Admiral. ?

Special ability upgrade ideas:

1. Friendly ships range1-3 may perform a free boost action.

2. Friendly ships range 1-3 gain an extra red/green die.

3. Friendly ships range 1-3 may shoot at the CR90's skill level. Or, may shoot at skill level (?).

4. Turbolasers hits or crits count as two damage.

5. May regenerate (?) shields per round.

Again, this ship's guns are near useless against fighters. Keeping an escort with it is important. I considered these upgrades with defense in mind. This command ship idea would be vulnerable in front line combat. It wouldn't be able to call reinforcements if the radars were destroyed and it wouldn't be able to loan its leadership bonuses to neighboring ships if the bridge was destroyed.

Your thoughts?

So far I like it.

Now write up boarding actions ...

:o

Yeah green for Imps is kinda no good.

:huh:

I agree that turbolasers should have trouble hitting small ships, but having them be only 2 attack dice means they can only do two damage, which seems way too weak. Maybe keep it at two attack dice, or even make it one, but give it a special rule where any uncancelled hit counts as two, maybe even three, uncancelled hits. If a fighter takes a hit from a turbolaser, it should be vaporized.

2 attack dice but each hit does double damage...

What do you guys think about two damage for turbolasers as an upgrade associated with pilot skill?

What I was thinking: the base ship with skill 2 would inflict 1 damage from turbolasers and be kind-of a pansy.

With the addition of leadership (an officer), turbolasers could inflict 2 damage for every hit.

Yeah because that high skill pilot is going to keep the weapon right on the enemies rumb-skin until it is burn up.

:D

That doesn't make a whole lot of sense. No matter who's driving the ship, a turbolaser is a turbolaser. It's still a weapon designed to hurt other capital ships, and should do damage as such.

That doesn't make a whole lot of sense. No matter who's driving the ship, a turbolaser is a turbolaser. It's still a weapon designed to hurt other capital ships, and should do damage as such.

I kind-of thought that too.

Oops, yeah sorry partners, I was in crazy land.

Somehow I was thinking about AUTO BLASTERS when I typed that out, you know how you need to keep them in range one to be good.

How did I jump from Turbo Lasers to Auto Blasters?

:ph34r: :mellow: :rolleyes:

That doesn't make a whole lot of sense. No matter who's driving the ship, a turbolaser is a turbolaser. It's still a weapon designed to hurt other capital ships, and should do damage as such.

I kind-of thought that too.

Smack me, the next time I pull a stunt like that!

:lol:

Imperial CR90 and Rebel DP20.

IMG_2136_zps66b09d99.jpg

That turned out awesome my man!

What did you do for the mounting bar?

:D

That turned out awesome my man!

What did you do for the mounting bar?

:D

I used stuff from around the house. The post is made from an antique curtain rod.

Thanks for the kudos.

The rules for the CR90 would be very different than those for the DP20.

The two radar dishes can roll two dice at the end of each combat phase to call reinforcements.

The radars could also distribute target locks to friendlies on enemy ships at range 1-2, but I'm not sure abotu this. It would give the CR90 more purpose and power.

I'm not sure what the point value would be but it should be considered that it can bring in reinforcements. It should cost more for Rebs than for Imps based on the point values of reinforcements.

No other actions.

Cool man. I especially love the sinister looking Imperial Corvette. :3

Cool man. I especially love the sinister looking Imperial Corvette. :3

"Sinister." I kind-of like that name.

It certainly sounds Imperial, doesn't it? Hell, Vader has Black Squadron and Death Squadron under his command. If I may, perhaps we should dub it so. If you're up to it, perhaps write the name in somewhere?

http://starwars.wikia.com/wiki/Aurebesh

Unless there are other nominations....?

Depends who's the captain. I've had the name Paragon of Violence kicking around in my head for my Edge of the Empire game, haven't found a good enough idea for it yet. If you like it, it's offered :P .

I'm having difficulty determining points and cost.

I have it sitting with four 2d turbolaser attacks that cause two damage per hit, but small ships get +1 evade die.

Command effect ideas:

Friendly ships within range...

do not suffer stress, or

may get a free boost action, or

get an extra evade die, or

get a free TL, or

get a free focus

I am partial to the free TLs, but I think it should be limited to range 1-2.

I would like the ship to have some command affect for friendly ships to give it more purpose. It will be fighting against the DP20, which throws a lot of dice and costs 160 points, has 56 hp, and no actions or evade dice (except at range 3).

Any help is appreciated.

Thanks in advance.