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Nestt-class light freighter


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#1 Cilionelle

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Posted 13 February 2013 - 09:40 PM

Hi there,

I'm about to dive into my first EotE game with my wife, based on the Beta rules and the updates.  I was able to find a quite cheap copy and have had a great time reading through it.  Part of the adventure I'm going to run is that the character will find and hopefully steal/borrow/acquire a Nestt freighter.  I found the deckplans here: http://deckplans.00s...estt/nestt.html, and it suits to a tee.  I hacked up some stats for it and was wondering if you better-knowing peoples would be interested in offering me some critique for it.

 

Nestt Light Freighter

Hull Type  Freighter
Ship Class  Nestt
Manufacturer   SoroSuub
Hyperdrive  Primary Class 1, Backup Class 9
Navicomputer Yes
Ship's Complement  1 (optional co-pilot)
Passenger Capacity 4
Encumbrance Cap. 110
Consumables  1 month
Cost   30,000
Silhouette  4                                              Sensor Range  Medium
Speed   4                                                    Handling  -1
Defense  1/1                                              Armour  5
Hull Integrity 28                                        Strain Threshold 15
Customisation Hardpoints  2

Weapons  None

Following the link above will also give a very good description of the ship and its capabilities.  My simple method was comparing the Ghtroc 720 from both the old WEG system and the Beta rules, note the "pattern" between them (Encumberance vs. cargo capacity, for instance, or shields vs. defense/armour), then try to emulate that pattern for the Nestt.

Thanks in advance for the feedback!


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#2 Jegergryte

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Posted 14 February 2013 - 04:35 AM

From the beta updates I'd give this about 200 encumbrance instead of 110 - as the Ghtroc 720 got 250 in the update. Adjust up or down to fit with the Ghtroc tonnage.

I've found through converting a lot of ships that silhouette 4 ships usually have encumbrance somewhere between 1,65 to 1,85 times higher than their original tonnage in WEG/RCR/SE … I usually round to the neares 5 or 10. See my signature for links to my starship and equipment catalogue(s).

Beyond that I like it - given the wookepedia info that provides I'm unsure about the customisation hard points - 2 seems ok, but I'd wonder about adding weapons to it, as it is specifcally stated that it cannot support weapons with its limited power core. I'm unsure about speed 4, can't remember if its described as particularly fast, same with armour, 3 or 4 might be a better fit to the YT-1300 vein, but this is certianly up to you. I'd give it 3 or 4. Given the high armour you've given it, you could consider lowering the hull traume integrity in my opinion. If going for a armour of 4, I'd give it no more than 24 for hull. For sensor range I agree, since its unarmed…

Nice work :)


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"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

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#3 Cilionelle

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Posted 14 February 2013 - 02:49 PM

thanks for the reply, and for the suggestions.  according to the old WEG stat block, the Nestt has a larger cargo capacity and is faster than the Ghtroc 720, not by much, but I tried to reflect that in the stats.  it's shields are slightly stronger too, but with the same armour (although that might be the other way around…).  thanks for the info regarding the Beta Update changes to the cargo capacity of the 720 though.

i was thinking of adding a note regarding upgrades.  although the Nestt does seem hard to alter, it can be done.  so perhaps 2HP with one being a power upgrade of some description if guns are added.  there could be a limitation on the ammunition of the guns too.  that would be up to the GM, I guess.


"There is no point to owning a copy of the rules if you aren't committed to actually reading them."

#4 Jegergryte

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Posted 14 February 2013 - 11:22 PM

That faster speed could be handled by giving it speed 3, but a positive handling attibute, +1 instead of -1, that way it gets a boost die for chases and the like, speed is more relative in this game. Anyways its not a huge issue.

For limitations on weapons and modifications - add a rule that 3-4 threats/1 despair makes the weapon inoperable for x amount of round - or when firing handling/speed/shield is reduced by 1, or something. I'd say a successful hit, with also producing 3 threats the weapon is inoperable for 1 round, a failure and 3 threats could be inoperable until repaired or for as many rounds as failures scored. This is pretty harsh though. You could also just add a setback die for the rest of the encounter per 3 threats scored, thus making it weaker…

Anyways, I like it.


Make sure your brain is engaged, before putting your mouth into gear.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

GMLovlie's/Jegergryte's Cubicle direct link to supplements here.





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