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uglies
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garhkal
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Joined: 17 Jul 2005
Posts: 14354
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Jun 16, 2007 12:15 am    Post subject: Reply with quote

I am loving these designs, especially the drawings accompaning them...
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masque
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Joined: 16 Mar 2006
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Location: Houston, TX

PostPosted: Sat Jun 16, 2007 4:05 am    Post subject: Reply with quote

That XYBA is a sheer pile of awesome. If I could make one minor suggestion, however: put the B-Wing wing on top, so it can land Very Happy.
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Ray
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Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Sat Jun 16, 2007 9:31 am    Post subject: Reply with quote

Here's another place to get ideas for Uglies.

http://starwars.wikia.com/wiki/TIE_Experimental_Project

The TIE Experiment Project was a massive upgrading to Tie Fighters just after Hoth, and shown in the game "X-Wing Alliance".

I particularily like the M-1 myself.

OK, not really Uglies, but they could be cobbled together as Uglies, or give ideas for other Uglies.
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Gry Sarth
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Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sun Jun 17, 2007 10:15 pm    Post subject: Reply with quote

masque wrote:
That XYBA is a sheer pile of awesome. If I could make one minor suggestion, however: put the B-Wing wing on top, so it can land Very Happy.


I tried putting the B-Wing wing on top, when designing it, but it didn't look as good. Didn't look much like part of the ship. I considered how tough it would be to land the thing, but I guess, being a very stupid design, it would either have to dock in the hangar ceiling, like a TIE, or have a swiveling system on the ventral wing.
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Mon Jun 18, 2007 11:58 am    Post subject: Reply with quote

I was thinking that the XYBA-Wing could look a bit cooler, so I did a second version of it. A More compact design, that basically just replaces the Y-Wing's generator's for the A-Wing's, and repositions things a little. Maybe that would change the stats a little. Probably make it a wee bit faster and more maneuverable. And shorter, now it's 14.2 meters long. Here's the Rebel Graveyard, v2.



And for those of you concerned about the ventral wing and the difficulty of landing this thing, here's yet another version, with 2 ion cannons:



Maybe call it the "Rebellion Crest"
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Last edited by Gry Sarth on Mon Jun 18, 2007 4:04 pm; edited 1 time in total
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Ankhanu
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Joined: 13 Oct 2006
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PostPosted: Mon Jun 18, 2007 2:24 pm    Post subject: Reply with quote

Damn, v.2 looks awesome Smile
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vong
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Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Mon Jun 18, 2007 2:31 pm    Post subject: Reply with quote

wow. V2 is odd. looks like it would be quite the site comming at you. you wouldnt know what to do. run or laugh Razz
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masque
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Joined: 16 Mar 2006
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Location: Houston, TX

PostPosted: Mon Jun 18, 2007 4:38 pm    Post subject: Reply with quote

I like the Crest. The dual ion cannons seem like it would make it a great raider for privateers.
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Ray
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PostPosted: Mon Jun 18, 2007 6:55 pm    Post subject: Reply with quote

Yes, but I'd hate to have to deal with getting a Capital Ship with a docking bay big enough to land it.

Bad enough finding space for Y-Wings in a Nebulon-B when it's designed to work with Ties. Mad

We made it work. Twisted Evil
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Tupteq
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Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Tue Jun 19, 2007 12:41 pm    Post subject: Reply with quote

My last ugly design (for now?).
TI-X - a space superiority fighter. One of the most successful ugly designs. TIE Bomber cockpit combined with X-Wing wings! Elite ugly designers are even able to keep s-foil open/close mechanism working. The odd thing is that most of sensors are recognizing this ship as an ordinary X-Wing (it may be used as an intimidating factor). A pirate gran named Two-Eyed Aak (yes, he had only two eyes) used a full squadron of TI-Xes to spread a terror in Outer Rim territories during days of the Rebellion.


Constuction
Cargo capacity - minimal, like in TIE Fighter.
Space 8 - X-Wing engines are used, bomber generator can power them with ease (Space 7), additionally technician can remove unnecessary systems to make it lighter (Space +1, +2 to difficulty, -1 day of consumables) (MM 2).
Maneuverability 2D+2- pretty nice, base 3D of X-wing reduced only by -2 (not much different from original shape), also weight reduction pays off here too (+1).
Consumables - like in TIE Bomber, but reduced by ship lightening.
Hull 3D+1 - not as hard as any of base ships (base 4D+1), mostly because of uglization (-2) and lack of TIE solar panels (-1) (MM 2).
Laser cannons - most important thing, they must work perfectly. FC -1D because of targeting computer of different type, but power needs may be
satisfied (-1D to damage, but reduced by success points to -1) (MM 2, reduced to 1 by success points).
Difficulty - pretty easy (17), not much work, +2 for weight reducing gives 19. Technician roll is 25, nice. 3 success points - 2 spent on laser cannon damage (+2 pips to 5D+2), one other is used to decrease MM of cannons (no one wants to have exploding laser canons).

TI-X
Craft: TIE Bomber with X-Wing s-foils
Era: Rebellion
Type: Space superiority fighter
Scale: Starfighter
Length: 8.4 meters
Skill: Starfighter piloting: ugly
Crew: 1
Cargo Capacity: 65 kg
Consumables: 1 day
Cost: ~11000
Maneuverability: 2D+2
Space: 8 (MM 2)
Atmosphere: 295; 850 kmh
Hull: 3D+1 (MM 2)
Sensors:
Passive: 20/0D (MM 1)
Scan: 35/1D
Search: 50/2D
Focus: 3/2D+2
Weapons:
4 Laser Cannons (fire linked) (MM 1)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D+2
Notes: Sensors recognize this ship as X-Wing (difficulty must be beaten by 10 to penetrate the masquerade).

Edit: I forgot about maneuverability, changes are marked in green.
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Gry Sarth
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Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Jun 20, 2007 11:46 am    Post subject: Reply with quote

Here's a new one, folks: the Vulture Gunship (seeing as earth birds seem to be all over Star Wars - Falcon, Raven, Crow, Turkey, Duck...). This ugly was inspired by the old Republic Gunship, and it deserves to be taken seriously, packing some heavy firepower, though it requires a crack starship engineer to combine all its parts with full performance. It features a Y-Wing's cockpit and main body, featuring the gunner seat and twin ion turret, torpedo launchers and lasers. The main wing of two B-Wings are attached to the main body, packing those two powerful engines and torpedo launchers. The powerful laser cannons on the wings' tips are fire-linked to the Y-Wing's frontal cannons, resulting in a combined barrage hardly matched by any other ship of its size, though Fire Control suffers greatly for this. Rounding out the vessel's gunship capabilities are two TIE Fighter pods (minus engines) attached to the wings. Using the B-Wings' gyro-stabilizers to attach the TIE pods, they perform like gun turrets, with full 360 degrees mobility. This ship is able to keep a power output high enough to power all its systems by combining the generators from all 5 vessels that constitute it. Shields are also able to be kept high, since the B-Wings have their own generators, though managing three separate generators makes shield operation harder.




Vulture Gunship
Type: Ugly gunship
Scale: Starfighter
Length: 11.3 meters
Crew: 1, gunners: 3, 1 astromech droid (can coordinate)
Cargo Capacity: 20 kilograms
Consumables: 2 days
Hyperdrive Multiplier: x2
Nav Computer: No (uses astromech droid programmed with 10 jumps)
Maneuverability: 0D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D+1
Shields: 2D (+3 to shields difficulty)
Sensors:
Passive: 25/0D
Scan: 45/1D
Search: 65/2D
Focus: 3/3D+1
Weapons:
4 Laser Cannons (fire linked)
Fire Control: 0D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 7D+2
4 Proton Torpedo Launchers (24 carried)
Fire Control: 1D+1
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700 m
Damage: 9D
Twin Light Ion Cannons (fire linked)
Fire Arc: Turret (may be fixed to forward to be fired by pilot at only 1D fire control)
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
2 Twin Laser Cannons (fire linked)
Fire Arc: Turret
Crew: 1
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
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Last edited by Gry Sarth on Thu Jun 21, 2007 9:53 am; edited 6 times in total
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Wed Jun 20, 2007 12:25 pm    Post subject: Reply with quote

4 Laser Cannons (fire linked)
Fire Control: 0D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 8D+1

DANM, i do NOT want to be on teh business end of one of them
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Jun 20, 2007 12:34 pm    Post subject: Reply with quote

Yeah, that's really, really mean. Each B-Wing cannon does 7D damage, plus the Y-Wing twin cannons do 5D damage. Do you think combining their fire to 8D+1 is too much? I tried to balance it with a null fire control. This thing is just random fury.
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Wed Jun 20, 2007 12:36 pm    Post subject: Reply with quote

yea, id say its balanced, with no fcont and no man, the thing is prety much a sitting duck
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Jun 20, 2007 12:47 pm    Post subject: Reply with quote

...more like a sitting porcupine.
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