Lets play test large Shapeway models

By Viceroy Bolda, in X-Wing

Voidrunner

Patrol Cutter

Anyone want to help play test these things?

I ordered one of each.

I'll start by recommending that we should use large FFG bases to make things simple. We don't even need the minis to play test.

The Cutter has four twin turrets.

The Voidrunner has two twin turrets.

Agility 1

YT or Shuttle dial, etc?

We should consider Crew, droid, system, weapon upgrade slots, etc.

We can try pilot skills1-4 without special abilities to establish base stats and try higher pilot skills with special abilities.

Should be fairly fast, look at those engines.

The transport was designed to fit the Falcon role in an rpg so i would say the YT dial. As for the Cutter since it is designed for anti piracy and fighter defence the shuttle dial.

Armament wise the guns on the Cutter are a little more powerful since they have military grade power generators. A named version of the Transport probably should have military grade weapons as a difference from the generic version.

Cutter should have better shields but Transport a little faster.

Should be fairly fast, look at those engines.

Fastish, but it should have horrible turning. Probably no hard turns at all, just gentle turns.

As for representing the turrets in game, there are two options realistically:

You give both of them all round fire, but the cutter gets a bonus attack (or two) for it's side turrets if the target is in the side 90 degree arc.

You allow the Cutter to engage two targets per turn (one on each side) and decide which side the dorsal and ventral turrets engage.

Thanks Gosric. I finally placed an order for the three-pack of tie-wing uglies. Thanks again for that.

Should be fairly fast, look at those engines.

Fastish, but it should have horrible turning. Probably no hard turns at all, just gentle turns.

As for representing the turrets in game, there are two options realistically:

You give both of them all round fire, but the cutter gets a bonus attack (or two) for it's side turrets if the target is in the side 90 degree arc.

You allow the Cutter to engage two targets per turn (one on each side) and decide which side the dorsal and ventral turrets engage.

Should be fairly fast, look at those engines.

Fastish, but it should have horrible turning. Probably no hard turns at all, just gentle turns.

As for representing the turrets in game, there are two options realistically:

You give both of them all round fire, but the cutter gets a bonus attack (or two) for it's side turrets if the target is in the side 90 degree arc.

You allow the Cutter to engage two targets per turn (one on each side) and decide which side the dorsal and ventral turrets engage.

I like the second idea a lot, giving the Cutter two broadside attacks. 2 dice or three dice?

I agree, the Voidrunner should have a 360 arc, but how many dice?

I like the second idea a lot, giving the Cutter two broadside attacks. 2 dice or three dice?

I agree, the Voidrunner should have a 360 arc, but how many dice?

Something like:

Voidrunner

2 Attack dice 360 arc

Cutter

Multiple Attack - Can attack two ships, one in each 90 degree side arc. 2 Attack dice against a ship in side 90 degree arc. +1 attack dice if dorsal and ventral turrets engage the same target on that side (so plus 2 attack dice if they both turrets engage on the same side).

Single Attack - 2 attack dice in 360 degree arc.

So the Cutter can choose between engaging a single target in any direction with limited firepower, or try to line up some broadside shots. This helps to represent it's turrets focusing in on a fighter to overwhelm it's defences. Anything more than 4 attack dice going against a single ship however is going to be OP as you'll overload their defense dice too easily.

Here are the stats Lumberjack Nick and I created, with input from Gosric, the models creator:

(33) (use YT-1300 dial) 1 2 (360-deg) 1 6 4

“The Voidrunner -class was Corellian Enginering Corp’s alternative to its more popular YT series of Light Transports.”

Upgrades: Crew, Crew, Modification

The Voidrunner is presented as an alternative to the YT-series. I see them as pretty similar in function and ability to the YT and plan to use them as an alternate version, especially for the Out Rim Smuggler.

(33) (use YT-1300 dial) 3 2 (360-deg) 2 6 6

“Due to its multiple turrets and dedicated gunners, the Corellian Patrol Cutter is capable of putting out a high volume of fire.”

Action: make an immediate primary weapon attack at any target in range. You may still make your normal attack in the Combat Phase.

Upgrades: Crew, System Upgrade, Astromech Droid, Modification

The Corellian Patrol Cutter (CPC) appears to be an evolution of the Voidrunner design (or vice versa), so thats where I started. I had to figure out a way to represent the 4 turrets, and this seemed to be reasonable, without being unreasonably overpowered. Originally I had given it two Crew slots, but reduced it to one as I figured that at least four of those crew would be dedicated gunners and I the reduction was a way to tone things down. Mission-wise, this is pretty much a dedicated Anti-Fighter Escort vessel, possibly modified to be a long-range scout or C&C craft, hence the System Upgrade option. Droids made sense (to me, anyways) and as it is a Rebel ship, I figured that there would be minimal standardization as each crew modified and fitted out their ship as mission and supplies dictated.

Some other Gosric's designs I love:

(34) (use Firespray-31 dial) 2 3 (270-degree) 1 8 5

“Deployed to remote systems to keep the peace and collect taxes, the Rampart-class Cutter is one of the more commonly encountered vessels of the Imperial Navy

Dual Laser Turrets: treat all attacks as secondary weapons (do not adjust attack or defense dice for range)

Upgrades: Crew, Crew, System Upgrade, Missile, Missile, Torpedo, Torpedo, Bomb, Bomb

Clearly (and stated by Gosric as such), this vessel is posted to remote systems and is probably one of the more frequently encountered visible reminders of Imperial authority. In order to collect those tariffs and stop smuggling, it would need to be fast (hence Boost). Likewise, its armament would allow it to overpower any armed cargo vessels encountered (Torpedoes and Missiles) while fighting off any fighter escorts/pirates encountered (Heavy Laser turrets- treat as Secondary Weapons). Other missions might include scout and mine-layer (Bombs) functions. The model clearly has personnel/cargo hatches/airlocks and it would make sense that boarding parties could/would likely be carried.

(use Firespray-31 dial) Corvan Smuggler (30) 2 2 (180-deg) 2 5 2

“The Stryga-class Scout is one of the fine products of the formerly robust Corvan ship building industry”

Upgrades: System Upgrade, Turret Weapon, Crew, Modification

Roland Corax (35)

6 2 (180-deg) 2 5 3

Unique

“When attacked by more than one ship, you may perform one Action and take a Stress token for each subsequent attack”

Upgrades: System Upgrade, Turret Weapon, Crew, Modification, Title

Ravenheart (0)

Title Card (Styga only)

Any comments are welcome as we have not yet created cards for these ships, yet.

Chris

The Voidrunner and Cutter are both 33 points? These numbers show one ship is way better with PS, shields, evade, and upgrades?

Action: make an immediate primary weapon attack at any target in range. You may still make your normal attack in the Combat Phase.

Can I propose changing that to "may make an additional primary weapon attack in the Combat Phase"? Otherwise you get half your firepower at infinite Pilot Skill, which seems a little harsh.

Action: make an immediate primary weapon attack at any target in range. You may still make your normal attack in the Combat Phase.

Can I propose changing that to "may make an additional primary weapon attack in the Combat Phase"? Otherwise you get half your firepower at infinite Pilot Skill, which seems a little harsh.

Yes, this is what I intended- one attack in the Action phase (counts as an Action) and one attack in the Combat phase. Could make it so that both attacks have to be at different targets but I don't know if that helps/hurts playability or supported by logic.

Re: Point Values- Thanks for spotting my typo!

The Voidrunner should be 33 pts

The CPC, 7 points higher (+2 for PS, +2 for extra attack, +1 for extra agility, +2 for shields) for a total of 40 points

Looking back at those stats, I'm thinking the CPC should only have agility of "1" instead of "2", as it is a "large" ship, based on a civilian freighter design and nothing about it screams "look at how maneuverable I am!", reducing its cost to 38 or 39 points.

Likewise, the Rampart-class Cutter should/could have a higher Agility rating as it is a purpose built military craft.

To determine points, I started with the nearest equivalent ship and used that ships cost and maneuver dial as a start point. Then I added and subtracted points based on the difference in PS/Attack/Agility/Hull/Shield values. Next, I gave a +1/-1 for each additional/less item on the Action bar and Options slots (so, yes, I added points for more options/upgrades even if they were not installed). Finally, I fudged the cost by +1/-1 for designs that I thought were too cheap or too expensive. This is not as scientific as some systems I've seen but I doubt that the "official" method is that complex and clearly has some "wiggle room". Using my method, I've been able to reproduce the same costs for the FFG published ships, so I think it works OK. If anyone would like to run these design through their favorite method, I'd love to see the results.

Chris

post pics when you get them, would love to see them in high def.. thinking hard at picking up a few of the Gosric ships as well, one question i have and its off topic is what are the shapways (Gosric) t-4 and T-7 from? haven't found any mention in Star-wars? or are they called something different to ovoid legal FFG/Disney entanglements? The do look cool... but kind of hard to make new movement dials etc for them when one knows nothing about them!! The E wing should be pretty easy though..

Edited by Swedge

Thanks Chris. Your my new hero.

Swedge, I'll post pics when I get them painted. They are still at the printer and should be here towards the end of the month. I was going to order froested detail, which puts out nice ships. I ended up going for white flexible, which isn't as detailed but is much cheaper. I was able to buy both ships in white flexible for the price of buying one in frosted detail.

Gosric does nice work.

Has anyone found a nebulon B frigate on shape ways?

Has anyone found a nebulon B frigate on shape ways?

It woulld probably cost a million dollars to print in scale. There is a paper model that someone posted for free on the forum if you are artistic, Picasso.

Edited by Viceroy Bolda

post pics when you get them, would love to see them in high def.. thinking hard at picking up a few of the Gosric ships as well, one question i have and its off topic is what are the shapways (Gosric) t-4 and T-7 from? haven't found any mention in Star-wars? or are they called something different to ovoid legal FFG/Disney entanglements? The do look cool... but kind of hard to make new movement dials etc for them when one knows nothing about them!! The E wing should be pretty easy though..

All the Corvan ships (T-4, T-7, Assault Bomber and Ravenheart) are from Gosric's imagination, based on a role playing campaign he was running. As he explained it to me, Corvan was an independent world on the fringes of the empire until the Authorities decided that it needed to be brought under the heel... uh... I mean... protection of the Empire. After the fall of Corvan (to the Empire) a number of exiles joined the Rebellion under the premise that "the enemy of my enemy is my friend. Corvan itself has an unusually dense atmosphere and is prone to ionic disturbance, thus Corvan ship design favors strong hulls and weaker shields (which apparently do not work so good in the local atmosphere). The T-7, however was designed in cooperation with off-worlders, perhaps as an export model, so is closer to the Rebel standards (ie. higher shield ratings). My stats (worked out with Gosric) are posted elsewhere or I can post the current versions here, again.

I have the T-4 and Assault Bomber and really want the others, as I really like the aesthetic of his designs.

Chris

I have been wanting to buy a couple of these models...1 for the Imps and 1 for the Rebs...anyone have these models and could post pictures of how they came out of the printers?

How big are the physical models? Because that looks an awful lot like a Corellian Corvette, and there's no way it'll fit on a medium base. And if it is YT-1300-sized, multiple weapon attacks are absolutely ludicrous from a game mechanic perspective.

Agility 2? That's for space superiority fighters, not big transports.

Astromechs on a large-scale ship? That way lies madness.

The models are a little over 5" long.

The cutter was built to be a small ship wih the aesthetics of the Corvette because it seemed people wanted one (and the day before i finished it FFG announced they were making a large Corvette but oh well) so it isnt intended to be the same size ship. As for what they look like here are a couple of Prevailing winds painted models. Corvan T-4 and T-7 ready for action, both fighters along with a primed Transport, and the painted transport. I dont have any painted pics of the Cutter

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th_stuff_zps4b32b2e9.jpg

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As for the Corvan shields the atmospheric storms can sometimes get bad enough that being caught in one is like being attacked by an ion cannon. Corvan designed ships intermals are sturdy and have backups etc which makes them more resistant to ion effects but hields due to their nature are more susceptible so the logic was that a heavier fighter with armour was better than one that would be unprotected even if functional otheriwse.

Oh and Bolda. Is under the heel the polite term for destroying the orbital infrastructure and reducing the surface of Corvus to ash killing 96 percent of the population for giving ships to the rebels?The Corvans are lucky this happened pre Death Star *L*

The Voidrunner looks an awful lot like the original Millenium Falcon design.

How big are the physical models? Because that looks an awful lot like a Corellian Corvette, and there's no way it'll fit on a medium base. And if it is YT-1300-sized, multiple weapon attacks are absolutely ludicrous from a game mechanic perspective.

Agility 2? That's for space superiority fighters, not big transports.

Astromechs on a large-scale ship? That way lies madness.

Joker,

1. the models are roughly the size of the YT-1300, a little longer but narrower. Clearly they would fit and use a "Large" ship base.

2. In the case of the Corellian Patrol Cutter, it clearly has 4 turrets, twice as many as the YT-1300. Also, it is a military, purpose built craft, not a heavily modified armed freighter. As a military vessel with multiple turrets covering all arcs of fire and with multiple, dedicated gunners, how would we better represent the capabilities of the vessel in the game? Yes, I'm asking for input. Instead of the extra "attack" action, what if we gave it the "Gunner" crew ability as a built-in ability, thus allowing the possibility of a second attack? If we reduced the firepower to "2" (vs "3"), would you feel better about the "Attack" action?

3. Yeah, I agree with you, and agility of "2" is just too much. I think it was a typo. Then, again, the Firespray has an Agility of "2". Just sayin'.

4. What's wrong with Astromechs on larger ships? They probably have lots of them, if only because the Rebellion must be short on trained/skilled crew. I purposely reduce the Crew from 2 slots to 1 Crew and 1 Astromech, just to make it a bit different from other Large ships while avoiding certain combinations of Crew cards that could make it overpowered. But mostly to make it a bit different. But seriously, why not?

Chris

I've seen those ships before.

I almost have a cutter finished. Pics will be on shapeways Web site soon.

And you did a fantastic job with them. I cant weait to see the Cutter. The resemblance to the original (well second or third version. The original was absolutely terrible) Falcon was its main inspiration. i did the Cutter first and was then asked for a civilian version which i actually already had in the works which was the early Falcon insired transport you see here

Astromechs on large ships only makes sense, they did it in the Phantom movie which shall not be completely named and i cant think of why they wouldnt continue to do so up to the original trilogy period and beyond.There were quite a few running around the Blockade runner in the opening.

Sadly that is something that would be awkward in game mechanics, much the way fighter pilots adjust their shields on the go in the battle of Yavin, so it is understandable why it would be left out of a combat rather than roleplaying game even if in a perfect world it wouldnt be.