by peteparkerh
It think capital ship rules are good to work on, but I think this should be created using some of the specific capital ships that have been created.The Flight of the Redeemer scenerio is excellent and the ship works very well. I would use this CR90 Corvette as the model for all of this development. The combination of systems and how they work together really works per my playtesting. If you lay the cards out right, the cards even take the shape of the ship.
The scenerio can be found here:
http://boardgamegeek.com/thread/860628/custom-mission-the-re...
The only other thing I would add to this discussion is movement rules on and around a capital ship. For the CR90 Corvette, I use the Kenner Rebel Blockade runner seen here:

For my trials, the CR90 ship is used as a sight blocker so that spacecraft on eiher side can't see each other. For movement, you can go through the CR90 as long as you make it completely across. If you do not, then it is as if you overlapped bases and you stop, losing your actions. I believe this is the most consistent approach based on the rules (alternately this could be handled as an asteroid and have to roll for damage).
For the 3D Star Destroyer seen below, I have the movement from level to level as normal movement as long as you successfully have your full base on the next level. If not, the movement ends as if you overlapped bases on the original level you were on (losing actions). This represents the pilot having to be focused on not hitting the Star Destroyer and not be able to do furter options other than flying. Several surfaces on the model are treated as hard surfaces (like and asteroid), and you roll for damage if you hit them (such as the vertical walls of the bridge). For line of sight and measurement, if two models are on different levels, I change the measurement rule from base to base, to model to model.
