by Norsehound
I've already made an XQ station proxy that I intend to use, but I also want to print out that CR90 template and see if that works. One can test Docking (XQ), and the other can test movement (CR90).When I have the time I want to take a look at the turret stats listed for the CR90 in that scenario. What I want to do is create some standardized weapons that can be picked and placed on ships in accordance with their stats. So when making a Container Transport for instance, all that's needed is one sheet for Light turbolasers and keep track of the three or so that are on the ship.
Right now the stats I have in mind for 'standard' weapons are:
Light Turbolaser
Omnidirectional
2 Attack
1 Hull
Heavy Turbolaser
Rotational (turns in housing mount to face new targets)
3 Attack
4 Hull
Warhead launcher
Omnidirectional
1 Hull
Bear in mind that the starfighters have to get past a significant amount of shields (10+) before they can hit these systems.
So a CR would have one heavy turbolaser, four small turbolasers, a Radar array (granting Target locks for free), and maybe a missile launcher. CR90s in TIE fighter were only armed with two turbloaser turrets after all.
The XQ-1 is armed with three heavy turbolasers, six small turbolasers, and a missile launcher. The "canonical" XQ is heavier armed, but the platform might be enough for a Rebel Y-Wing squadron already. Needs testing obviously.
Attacking beyond effective range is certainly possible though I figure it's so remote that it's not even worth checking for it since the bolts are easily dodged. However it's something to think about if two capital ships are going at one another, or a Cap ship is attacking a platform.
On moving... I feel it's more of a problem to force ships to be static than it is to give them some form of movement rules. In some scenarios it could be a timer... like a Correllian Corvette advancing on a disabled senator shuttle with the intent of destroying it. The players would be trying to bomb out the Corvette before it could reach the transport and with engines un-target-able, there's no way to disable the corvette and fudge the scenario without needing to destroy the ship (Ion interactions would have to be ironed out... maybe forbidden from such a scenario).
But I think a scenario would be limited to 2 capital ships maximum for a realistic, playable event or scenario. Really running one would be the equivalent of a player running 1-2 squadrons of starfighters. It would give something for an event runner to do while all the players are having fun flying their starfighters. Or it could be the basis for an 'Ogre' scenario where the Imperial player flies a corvette and three other players in X-Wing have to stop him.