custom 170 idea.

By Spaceman91, in X-Wing

I haven't seen one yet so I had a think. Please feel free to tell me if you think different.

Attack:3

Evade:2

Hull:5

Shield:2

Basically its a heavy X-Wing. Points I was thinking

Ps2 = 24pts

Ps4 = 26pts

No idea what custom pilots.

I was thinking that it could take:

1 Crew slot

1 Torpedo slot

1 Second Weapon Slot at rear arc

I think T/L and Focus is all it should get for actions.

So, did I do well for a first attempt at a ship?

Edited by Spaceman91

forgot to say what kind of dial it would have. I would say similar to y-wing but idk

Sounds about right

I'm first going to ignore whether I think these are good stats for the ARC-170, but rather look at the point distribution. Using ShadowJak's reverse engineered formula: ‘Squad Points’ = 2 + ‘Pilot Skill’ + (‘Weapon’ – 2) x 8 + (‘Agility’ – 2) x 8 + (‘Hull’ – 3) x 4.25 + ‘Shields’ x 4.5

'Squad Points' = 2 + 2 + (3-2)*8 + (2-2)*8 + (5-3)*4.25 + 2*4.5 = 29.5

Another way to look at it is if you took the X wing (21pts) and put 2 hull upgrades (3x2)... puts you at 27 points. But wave 3 shows that the dial does indeed have an impact on the cost of the ship.

While once considered the worst dial (wave 1+2), the Y wing dial is actually pretty good. The only maneuvers it can't do are hard 1 turns and 5 forward (and misc. K turns, but it does have a 4K). The one down side is that there isn't an easy way to shed stress. So whatever the impact to the point cost is, the Y dial is probably about point cost neutral. So, I'm pretty sure that your point cost is way off.

So now lets discuss the ARC-170 ship itself. All of these stats are from wookiepedia. The max speed is the same as a Y wing (in atmosphere), and the accel is slightly worse than the Y wing. I think this supports the idea of a red 4 like the Y. As for turns (because they're also accelerations) let's steal the Y wing dial for them. White 2 speed, Red 3 speed, no 1 speed - I like to think of the 1 speed turn as "turning on a dime" which will have a high acceleration, which is why agile ships like the TIEs and A wing can do it, and the B wing is slow enough that it can do it (a = V^2/r... they're slow enough that the accel is low). So, then we have to talk about the bottom end speed, which I think is reasonable to be 1 speed, and include the bank. I'm going to go on a limb and say that since it is more starfighter-like than the Y wing, that the 1spd banks will be green, in addition to the 1-2 speed straights. To differentiate it from the Y and X wing, I would think give it at 3spd K turn. But that's kinda arbitrary.

As for shields and hull, I can't find any direct comparison between the two, but your values seem fair. It's a slow durable rugged vehicle. But with that in mind, I would think only one agility die. It has two laser cannons, so I would think only 2 attack power. So, thus far, we've basically quoted a Y wing, with one less shield (and a different speed K turn).

But lets take a look at the upgrades. It should have a torpedo slot. It should also have a crew slot, and if it won't break the game, it should also have a R2 unit. One could argue that Nien + R2D2 would be overpowered, and that would have to be play tested. Though perhaps, since this is a prequel ship, maybe there's a clause about not being able to use unique OT units. One of the crew upgrades it should have should enable a rear arc, but without that crew member, it shouldn't have it.

As for units, you could have the PS2 be a Clone Pilot, and then PS4 Razor Squadron Pilot. Unique pilots could be Oddball (he shot down Plo Koon) and he could have some sort of sensor related text, seeing as he created a HUD that gave him more info. X2 could be the other, who could really have any sort of ability since he was force sensitive.

So how would these cost out?

‘Squad Points’ = 2 + ‘Pilot Skill’ + (‘Weapon’ – 2) x 8 + (‘Agility’ – 2) x 8 + (‘Hull’ – 3) x 4.25 + ‘Shields’ x 4.5

Points = 2 + 2 + (2-2)*8 + (1-2)*8 + (5-3) * 4.25 + 2 * 4.5 = 13.5 - rounded up to 14

So this would give the rebels (assuming that's who it's going to... though I'm not sure that's the right choice canon wise) a possible 7 ship swarm at the lowest PS, and that would come in at 98 points. Though the real strength would come in to play when you put a few enhancements on it - like the rear gunner crew card (I would think 3 points would be a good place to start play testing) This would put it up to the cost of a prototype, less maneuverable, which is made up for the fact that it has a rear arc (maybe only a 60 degree arc instead of the 80 degree of the front). I could see this ship fitting the mold of "what to do when you have 10 points left over" that is being discussed in a different topic.

From what I had read it was a heavy but not to the same degree as a Y-wing. So I would stand by the 2 evade. Maybe drop 1 shield as I don't think they had heavy shields. Maybe you are right about the attack dice. I would say no to the Astromech slot purely because I don't think it had one. If I recall it had a pilot, gunner ( sat behind pilot) and a rear gunner. I will admit the rear arc should be smaller. It makes sense. I also think your dial makes sense. So do you think these changes would work?

Edited by Spaceman91

It did have an astro slot. But being that you're making your own ship, you can make whatever changes you want. And of course anything you come up with needs to actually be play tested before you can it say "works," but I think it's a good starting location. Remember point total is going to be a huge swing factor in how well it "works." 15 is quite a bit more than 14 points, 17 points is quite a bit more than 16, likewise 21 is quite a bit more than 20, 26 -> 25, since those are the point change that decreases the total ship total allowed. You also probably want to look at XXX 170 170, which works at 18 points, but not 19. So I would suggest playing at the lower point totals, see if you think it's overpowered, and then try again at the higher split.

Instead of a CREW upgrade, you could just assume that there is a back seat gunner. You could also give it a front and rear arc like the Firespray. Another option would be to give it a special ability to return fire if attacked from the rear at range 1 or 2, perhaps incurring Stress.

Just tossing out some ideas.

Chris