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7/28/2019 Sw Viscount stats
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Mon Calamari Star Defender Viscount
The Viscount-class star defender was designed after the Black Fleet Crisis as it
became apparent that the New Republic needed a heavier dreadnaught to serve asthe flagship for major engagements. As such, this class was created to be the equal
of the Executor-class Super Star Destroyer.
Although it's somewhat smaller than the Executorin overall size, the superior
engineering techniques used by the Mon Calamari enabled this vessel to carry morestarfighter wings and still be operated by a substantially smaller crew. The Viscount-
class star defender carries three wings of starfighters (216 total ships), usually
including 60 T65-A3 X-wings, 12 T65-XJ X-wings, 48 A-wings, 48 E-wings, and 48 B-wings or K-wings. In addition, the Viscounthas a complement of dozens of additional
shuttles, troop transports, drop ships, and landing barges, for a total of about 300
carried craft.
In the Star Wars MiniaturesStarship Battles game, the Viscountis the largest ship
of the Light Side faction. Its high Hull rating is second only to the Executor, giving it
excellent staying power in any battle. Like the Executor, it brings a wide array ofweapons and abilities to the table in exchange for its high cost of 150 points.
As long as the Viscountremains at full strength, it has Damage Reduction 1, making
it impervious to most laser and blaster cannon attacks. More important, its TractorBeams can pin down enemy capital ships that stray too close. You can make short
work of almost any Class 3 ship, and you can usually take out a Class 2 ship in asingle round if you turn to expose your broadside to the enemy. Nevertheless, the
broadside attack should be used carefully. Although you gain an additional attackwith a very good Attack bonus, you expose your lower-Defense flanks to a
counterattack.
Finally, take advantage of your advantages over the Executor. Although you have aslightly weaker Hull rating, your Ion Cannons are more accurate, and you have ahigher Fighter Launch rate. Thus, always make sure your fleet includes plenty of
fighters that you can get into the battle early, and use your Ion Cannons to weardown full-strength targets so that your fighters can make short work of them.
Star Wars Miniatures Statistics Preview
Faction: Light Side
Cost: 150Class: 1
FULL STRENGTHHull: 10/9Defense: 18 Front, 14 Side, 11 Rear
Weapons: Turbolasers Attack +5, Damage 4; Ion Cannon Attack +5, Damage 3 (+1
Damage against full-strength ships); Barrage Attack +8, Damage 4 (broadside, eachside); Frontal Battery Attack +2, Damage 3 (front spine only)
Point-Defense: +3Abilities: Unique, Fighter Launch 3, DR 1 (reduce damage dealt to this ship by 1),
Tractor Beams (enemy nonfighters of equal or smaller class must stop when they
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move adjacent to this ship)Command Counter: Class 1 and Class 14
REDUCED STRENGTH
Hull: 9Defense: 14 Front, 10 Side, 7 Rear
Weapons: Turbolasers Attack +5, Damage 4; Ion Cannon Attack +3, Damage 3 (+1Damage against full-strength ships)Point-Defense: +0
Abilities: Unique, Fighter Launch 3Command Counter: Class 1 and Class 14
Star Wars Roleplaying Game Statistics
Viscount-Class Star Defender
Class: Space station
Crew: 68,174 (Skilled +4)Size: Colossal (Huge space station, 17,000 meters)Initiative: 8 (8 size)
Hyperdrive: x1 (backup x12)
Maneuver: 4 (8 size, +4 crew)Passengers: 12,500 (troops)
Defense: 12 (8 size, +10 armor)Cargo Capacity: 200,000 metric tons
Shield Points: 800 (DR 70)Consumables: 6 years
Hull Points: 900 (DR 70)Cost: Not available for sale
Maximum Speed in Space: Cruising (4 squares/action)Atmospheric Speed: Not applicable
Weapon: Turbolasers (2,000, fire-linked in groups of 8); Fire Arc: 10 batteriesfront, 20 batteries right, 20 batteries left; Attack Bonus: +2 (8 size, +2 crew, +2
fire control, +4 battery fire); Damage: 7d10x5; Max Range: Long.
Weapon: Heavy turbolasers (2,000, fire-linked in groups of 8); Fire Arc: 10batteries front, 15 batteries right, 15 batteries left, 10 batteries rear; Attack Bonus:
+6 (8 size, +2 crew, +8 fire control, +4 battery fire); Damage: 10d10x5; MaxRange: Long.
Weapon: Assault concussion missile tubes (200, 30 missiles each); Fire Arc: 100
front, 50 right, 50 left; Damage: 9d10x5; Missile Quality: Ordinary (+5).
Weapon: Heavy ion cannons (300); Fire Arc: 10 batteries front, 20 batteries right,
20 batteries left, 10 batteries rear; Attack Bonus: +8 (8 size, +2 crew, +10 firecontrol, +4 battery fire); Damage: 8d10x2; Max Range: Long.
Weapon: Tractor beams (40); Fire Arc: 20 front, 10 right, 10 left; Attack Bonus:+2 (8 size, +2 crew, +8 fire control); Damage: Special; Max Range: Short.
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Weapon: Point laser cannons (500, point defense); Fire Arc: 20 batteries front, 30batteries left, 30 batteries right, 20 batteries rear; Attack Bonus: +14 (+0 size, +2
crew, +8 fire control, +4 battery fire); Damage: 2d10x2; Max Range: Point blank.
Super Star Destroyer ExecutorDwarfing even the feared and awe-inspiring Imperial-class Star Destroyer, the
Executor-class star dreadnought was one of the largest and most powerful vessels
ever built by the Empire. The ship was colloquially known as a "Super StarDestroyer" because the Imperial Navy listed it as a "Super-class Star Destroyer" in
budget requests to hide its true nature from the Imperial Senate. Even the ship's
size was reported incorrectly to conceal its role from oversight committees. Althoughthe official designation was changed by the time the Executorwas operational, the
phrase "Super Star Destroyer" stuck, and it was even applied to later vessels such asthe Sovereign-class and Eclipse-class.
As Darth Vader's personal flagship, the Executorwas at the forefront of the effort tofind and destroy the Rebel Alliance. The ship helped to drive the Rebels from Hoth
and trap the Rebel Fleet at Endor. But Endor would be its last battle. Targetedspecifically by desperate Rebels, the Executorsustained crippling damage and
exploded in a massive collision with the second Death Star.
In the Star Wars MiniaturesStarship Battles game, the Executor-class Super Star
Destroyer is the largest ship of the Dark Side faction. It features the highest Hullrating of any ship in the game, slightly higher than its Light Side counterpart, the
Viscount-class star defender.
For a high cost of 150 points, the Executorsports a wide array of weapons and
abilities. It dishes out a lot of damage per round, but it can also take a lot of
punishment. It's the only Class 1 Dark Side vessel. As such, it features DamageReduction 1 (while at full strength), reducing damage from every hit and oftennegating starfighter damage. This ship also provides two Command Counters -- one
of Class 1 and one of any class, giving its fleet a temporary boost when needed.
Class 1 ships move very slowly across the stellar grid at only 1 square per round.
The Executorwon't be outmaneuvering many enemy craft and will often be outsidethe main action. However, this is not a hindrance to targeting and is often a benefit
because it allows the ship to keep its excellent Front Defense (18) facing to most ofthe stellar grid.
With less maneuvering to worry about than other ships, tactical decisions will often
focus on the Barrage weapons system. The Barrage is a broadside attack requiringthe ship to turn 90 degrees to its target. This allows the highest Attack bonus (+8) ofany of the ship's systems, but exposes its weaker Side Defense score (14) to the
enemy. Depending on the situation, it may even expose the ship's low Rear Defense
(12) to some ships.
Choose wisely. The Executormay be the strongest single Dark Side ship, but it's notindestructible. Remember Endor.
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Star Wars Miniatures Statistics Preview
Faction: Dark SideCost: 150
Class: 1
FULL STRENGTHHull: 10/10
Defense: 18 Front, 14 Side, 12 RearWeapons: Turbolasers Attack +5, Damage 4; Ion Cannon Attack +4, Damage 3 (+1
Damage against full-strength ships); Barrage Attack +8, Damage 4 (broadside, eachside); Frontal Battery Attack +2, Damage 3 (front spine only)
Point-Defense: +3Abilities: Unique, Fighter Launch 2, DR 1, Tractor Beams (enemy nonfighters of
equal or smaller class must stop when they move adjacent to this ship)Command Counter: Class 1 and Class 14
REDUCED STRENGTH
Hull: 10Defense: 14 Front, 10 Side, 8 RearWeapons: Turbolasers Attack +5, Damage 4; Ion Cannon Attack +4, Damage 3 (+1
Damage against full-strength ships)
Point-Defense: +0Abilities: Unique, Fighter Launch 2
Command Counter: Class 1 and Class 14
Star Wars Roleplaying Game Statistics
Executor(Kuat Drive Yards Executor-class Star Dreadnought)
Class: Space station
Crew: 280,734 (Skilled +4)Size: Colossal (Huge space station, 19,000 meters)
Initiative: 8 (8 size)Hyperdrive: x2 (backup x10)
Maneuver: 4 (8 size, +4 crew)
Passengers: 38,000 (troops)Defense: 12 (8 size, +10 armor)
Cargo Capacity: 250,000 metric tonsShield Points: 800 (DR 70)
Consumables: 6 years
Hull Points: 1,000 (DR 70)Cost: Not available for sale
Maximum Speed in Space: Cruising (3 squares/action)Atmospheric Speed: Not applicable
Weapon: Turbolasers (2,000, fire-linked in groups of 8); Fire Arc: 20 batteriesfront, 15 batteries right, 15 batteries left, Attack Bonus: +2 (8 size, +2 crew, +2
fire control, +4 battery fire), Damage: 7d10x5, Max Range: Long.
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Weapon: Heavy turbolasers (2,000, fire-linked in groups of 8); Fire Arc: 20batteries front, 10 batteries right, 10 batteries left, 10 batteries rear; Attack Bonus:
+6 (8 size, +2 crew, +8 fire control, +4 battery fire); Damage: 10d10x5; MaxRange: Long.
Weapon: Assault concussion missile tubes (250, 30 missiles each); Fire Arc: 10
front, 15 right, 15 left, 10 rear; Damage: 9d10x5; Missile Quality: Ordinary (+5).
Weapon: Heavy ion cannons (250); Fire Arc: 20 batteries front, 10 batteries right,10 batteries left, 10 batteries rear; Attack Bonus: +6 (8 size, +2 crew, +8 fire
control, +4 battery fire); Damage: 8d10x2; Max Range: Long.
Weapon: Tractor beams (40); Fire Arc: 20 front, 10 right, 10 left; Attack Bonus:
+2 (8 size, +2 crew, +8 fire control); Damage: Special; Max Range: Short.
Weapon: Point laser cannons (500, point defense); Fire Arc: 25 batteries front, 25
batteries left, 25 batteries right, 25 batteries rear; Attack Bonus: +14 (+0 size, +2crew, +8 fire control, +4 battery fire); Damage: 2d10x2; Max Range: Point blank.