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  1. HARD LIFE OF A TRAMP Let's talk about cost--the cost of running a ship. Now, this is impossible to figure because there are so many variables, but for illustration purposes, I'll make some generalizations. INCOME Charters and speculative trade is very hard to figure. Let's go with an example of a very generous drop point delivery schedule. We'll use the stock light freighter from page 56 of the core rulebook. Hyperdrive x2. Crew 2. Passengers 6. Cargo 100 tons. Consumables 60 days. Just taking cargo from point to point provides income for the ship to the tune of 5-10 x Cargo in tons per day. We'll use the example three day rout provided in GG6, and we'll assume that for each run, the ship is completely full. The example trip is three days: One day to load, one day for the journey, and one day to off load at the destination. We'll track this for 60 days, since that is the limit of the ship's consumables, and we will only refill consumables once--at the end of the 60 days. We'll assume continues use in a pattern like this: Days 1-3, a cargo, Days 4-6 looking for cargo, Days 7-9 cargo, Days 10-12 looking again, and so on. I'll also alternate income. The first will be a 10/ton, the second will be at 5/ton, then back to 10/ton, and so on. Over a 60 day period, this will generate 10 runs, gaining 3,000 credits and 1500 credits respectively (5 of each). That totals 22,500. Now, realize that reality could be a lot different, depending on what people will pay for drop point delivery, how long the trip is, how much cargo is sent, and the hyperdrive on the player's ship. What is outside the scope of this example is the chartering of the vessel, like Ben and Luke did with Han and the Falcon. Remember, they paid 17,000. Also, there's speculative trade, which can go all over the place. EXPENSES Now, let's look at expenses. First, we know that we have the one Standard Maintenance and Restocking fee of 4800. There's the cost of the docking port. This usually runs 50 credits per day, but it can be as high as 150 credits per day at some busy ports. I'll figure two days for each cargo (one day to load, one to unload the ship), plus the three days that the crew is looking for more cargo. I'll just use the 50 credits for this. Sure, the ship may land in a field somewhere on some worlds to drop off its cargo, but there will also be times when the fee is 150. So, a flat 50 is fair for this exercise. That adds up to 2,500 in docking fees over the two months. And, there's the ship's overhaul that costs 1,000 and should be performed once every 20 jumps. Since, over this two months, the ship made 10 hyperspace jumps, we'll take half that fee. 500 credits. 22,500 Drop Point Delivery Cargo Income -4,800 Standard Maintenance and Restocking fee -2,500 Docking Fees - 500 Overhaul Fee ===== 14,700 -5,000 Ship Payment to Loan Shark ===== 9,700 2,425 per crewmember per month We can't forget our ship payment! According to the Sourcebook, a brand new stock light freighter costs 100,000. A used one costs 25,000. We'll say that this is a used ship, so the ship payment back to the loan shark will be 2,500 per month. For this 60 day experiment, that's 5,000 credits. And, I'll note that I didn't charge for ship's batteries, if you use that rule, and I didn't charge for cargo insurance that may be required by some shipping agents (it is hard to figure since it can be anywhere from 0.01% to 10% of the value of the cargo). Also not figured into this is unforeseen expenses for ship damage. This is Star Wars, so there's bound to be some space battles. Plus, the crew may be trying to save to upgrade the ship. Remember, the ship is rated for two crew, so that means that the profit shown above is divided by 2. Each character, pilot and co-pilot, get 2425 credits a month (606 credits per week) on this very generous run. Without the super-generous shippers (like clockwork, a new shipment every three days), this total could vary wildly. Figure character upkeep into this over the two month period. The players might say that their characters are staying on the ship, saving money for accommodations, but they'll only do that once. Because you'll hit them with the 4800 resupply fee much sooner than 60 days if the characters are staying on the ship, breathing up and using up ship's resources.
  2. EXCEPTIONAL STR HOUSE RULE There is one problem with 1E that is referred to as the "Wookiee Problem" or the "Rancor Issue". That is a stun damage result from a typical blaster shouldn't actually stun a rancor with STR 10D. And, maybe a raging Wookiee should be able to shrug off a stun result. There is a new rule for Stun effects in the Rules Companion, page 15. And, 2E uses a different Damage table. Here are a couple of other ideas for your game: EXCEPTONAL STR CREATURES: Creatures with super strength, like the rancor and its 10D STR, why not just rule that they are immune to stun? That seems like a good way to go that is in the spirit of 1E: easy to use, remember, and implement. EXCEPTIONAL STR CHARACTERS: For Wookiees and other strong races, allow them a special benefit. If their STR code is at least 1D higher than the damage code for the weapon that shot them, allow them to shrug off the Stun (and maybe use this for normal wounds, too?). Thus, if shot with Han's heavy blaster that does 5D damage, a Wookiee or other strong creature would have to have STR 6D in order to be eligible for this ignore Stun rule. And, still, the STR defense roll must be twice that of the stun damage. OPTIONAL DAMAGE RULE FROM - RULES OF ENGAGEMENT: THE REBEL SPEC FORCE HANDBOOK Page 58 of the SpecForce book provides a few optional rules to make combat in the game deadlier. The third option is a good idea, but I would think long and hard before I allowed it into my game--especially a 1E game where characters do not have character points that they can use for defense. The rule is simple. A character can take a penalty die on his attack, but if he hits, he can put that saved die on damage. For example, if a Rebel Trooper has Blaster 5D, he may want to take, say, 2D from his skill--rolling 3D on the attack--but add 2D to his weapon damage of 5D. If he hits, he will roll 7D rather a straight 5D, which is the weapon's damage rating. Warning: It is an attractive rule, but you can kill off PCs with this!
  3. Escape From An Imperial Customs Frigate Reading GG6 reminds me of an encounter I had, on the fly, with my players who had been detained by an Imperial Customs Frigate. There were four crew aboard the PC's ship. The ship docked with the frigate and one of the PCs was escorted by 2 Customs Guards to go over the PC's vessel. The other three PCs were escorted to the Imperial ship. One of the three PCs on the Customs Frigate decided to make a move. He wanted to get back to the Rebel ship as fast as possible. They were still wearing their sidearms--the Imperials had not taken those from them yet. The Frigate has a crew of 16. I made up this chart, on the fly, and let fate decide how hard it would be for the three PCs to get back to their own vessel. I let the player roll his own fate. If he rolled an 8, then there would be 4 Imperials to defeat. Defeating them quickly meant that the PCs would be able to get past their obstacles and back to the PC ship before the Imperials realized what was going on (of course, there are still 2 other Imperials aboard the ship with the fourth PC). If, on the other hand, the players got bogged down in a corridor firefight, this would seal their fate. The Imperials on the Frigate's bridge would lock the hatch and give the PCs no where to go. 2 - 10 3 - 9 4 - 8 5 - 7 6 - 6 7 - 5 8 - 4 9 - 3 10 - 2 11 - 1 12 - 0
  4. GALAXY GUIDE 6: TRAMP FREIGHTERS (1E version) I am reading it cover to cover. I'll make some notes. The book is part sourcebook and part campaign outline. I say outline because it will require some work on the details by the GM to make the adventures playable. Still, the outline is more than an adventure idea. There's lots of solid information there. Many GMs, I've read, have put their creative talents to work on the Minos Cluster. Chapter One is nothing but advice to the GM on how to pull new or existing characters into this campaign. Chapter Two is a description of the type of atmosphere that is promoted in the campaign. This isn't the world of the Rebellion, the Alliance fighting the evil Galactic Empire. This is the world of Han Solo. Life as a Fringer. Scamping around in a tramp freighter, one step ahead of the Loan Shark's bounty hunters, trying to make a deal that will get you even with the crime lord. Chapter Two is short, and it is suggested that the chapter be used as a player hand out before the campaign starts. Chapter Three is a good GM's over-view of the state of the galaxy, from the point of view of a tramp merchant captain. Good read. Here's something from that chapter that you can use in your game: On popular routes, the chance of encountering an Imperial Customs vessel is about 1-in-20. 5%. (A roll of 6 or less on 3D is a 5% chance) For the GM who likes to have random, chance encounters, this is a nice bit of news to work from. An encounter or two with Imperial Customs will go a long way to encouraging your players to take less well know, more dangerous hyperspace routes.
  5. One idea is to take the Consumables rating, in days, and take 10% of it. Then multiply that against the Base Fee. Thus, the Falcon has Consumables of two months, which is 60 days. Base Fee would be 10 x 6 = 60. For Luke's X-Wing, the Consumables is one week. Base Fee would be 10 x 1 = 10. I dropped fractions, to a minimum of 1. Given this, and the formula above: The Falcon with Han and Chewie aboard on a 5 hour Hyperspace trip would cost: 10 x 6 x 2 x 5 = 600 credits. Luke, in his X-Wing, making the same trip would cost: 10 x 1 x 1 x 5 = 50 credits.
  6. The one thing about this, though, is that all ships pay the same cost, regardless of size. The cost per person is the same. Maybe that's OK? Where only talking about "Starfighter" scale vessels, to use a 2E term. Still, there's a lot of difference--probably operating cost difference--between Luke's X-Wing and the Falcon. Thoughts?
  7. CONSUMABLES COST This is an optional House Rule. It is based on the calculations provided in Galaxy Guide 6: Tramp Freighters (the two different calculations in the 1E and 2E versions of the book), but it is adjusted for simple, 1E play. Consumables: Provides the maximum amount of time a starship can operate before resupply is needed. Cost for consumables includes fuel, air, food, water, and other miscellaneous drive and lubricating fluids and coolants. This cost also covers replenishment of various life support gases, waste removal, food converter basic proteins, decontamination, landing gear stress checks, replacement air filters/gravitational disks/ablative heat shields. It covers the cost of a maintenance droid recalibrating the intake and firing cells of the ion engine plus any basic maintenance of the hyperdrive. CONSUMABLES COST = BASE FEE X TOTAL OF CREW AND PASSENGERS X HOURS SPENT IN HYPERSPACE Base Fee averages 10 credits. But, the fee can range as high as 35 credits. Total of Crew and Passengers means to simply add together the number of beings using up ship resources during a hyperspace trip. How many crew and passengers are on the trip? Hours Spent in Hyperspace is variable, depending on the trip and the Astrogator's plot. GAME NOTES Tramp freighter captains can easily figure the cost to run the ship per hour in hyperspace, per person. If the base fee is 10, then the Falcon costs 20 credits per hyperspace hour if just Han and Chewie are aboard. The base fee is the cost for a single person on a vessel per hyperspace hour. This cost can add up. Some players may find favorite low cost stops where they like to get resupplied. A ship doesn't have to resupply each time it makes port (although this is a good habit). The Consumables rating on the ship lists the maximum number of days the ship can go before it runs dry of supplies. Because the cost of running a vessel can begin to add up, players may be encouraged to increase their character's Astrogation skill in order to easily roll successfully on higher Astrogation difficulty numbers. The Astrogator can raise the target number for a trip to decrease the amount of time required for the trip, thereby saving the tramp freighter captain some credits on the trip. Time is money, and faster ships will spend less time in hyperspace, therefore costing less to travel that distance. Faster hyperdrives for the vessel may be a player goal as well, for this same reason--it will save money in the long run. Players will have to balance cost and safety when their characters make hyperspace trips as they adjust the Astrogation difficulty for the trip. Some destinations will be too costly to travel to directly.
  8. SIMPLE Here's what I'm thinking, a fee based on what the docking bay charges, times the number of beings on the trip, times the number of hours in hyperspace. Consumables Cost = BASE FEE X TOTAL PASSENGERS X HOURS IN HYPERSPACE If the Falcon made the trip from Tatooine to Alderaan in 3.5 hours, then the trip for the four of them (Han, Chewie, Luke, and Ben) would cost Han: 10 x 4 x 3.5 = 140 Credits. Looking at the Gazetteer in the 2E R&E rulebook, I see a long trip that takes a base 31 days and 15 hours to run from Lianna to Dagobah. Because of its 0.5 Hyperdrive, the Falcon could make this trip in 379.5 hours (without Han lowering the target number even farther due to his high Astrogation skill). It would cost Han and Chewie 15,180 Credits! I like that. It encourages players to improve Astrogation skill, so that they can reduce time in Hyperspace and spend less/go farther. It makes some trips too costly. And, it encourages upgrading the ship's Hyperdrive. All good things in a roleplaying game.
  9. I reversed the conversion rules provided in the 2E core rulebook to devise the above. One issue I found was that the Airspeeders seemed to have been forgotten in those rules. I added the -2D+1 modifier and tested it against known 1E and 2E stats. That number seems to work just fine.
  10. Great place devoted to WEG Star Wars 1E: BEGGAR'S CANYON.
  11. This would be the 1E stats for this vessel, given the above... Craft Raider class Corvette I Type Mid-sized multi-purpose vessel Length 150 meters Crew 92 (15 officers, 77 enlisted) Passengers Up to 30 Cargo Capacity 5,000 metric tons Consumables 3 months Hyperdrive Multiplier x2 Nav Computer Yes Hyperdrive Backup No Sublight Speed 3D+2 Maneuverability 3D Weapons 6 Double Laser Cannons (fire separately) Fire Control 3D Damage 5D 2 Turbolaser Cannons (fire separately) Fire Control 3D Damage 4D+2 2 Ion Cannon (may be fire-linked) Fire Control 2D+2 Damage 4D (5D if fire-linked)
  12. VEHICLE SPEED CODE CONVERSION This works just like the conversion for starships above. Simple look at the 2E vehicle stat Atmosphere speed in kph. Find that specific kph on the chart and see the corresponding Speed code. Adjust the Speed code using the Vehicle Type Chart. You've got some wiggle room on these. You may want to drop modifers and go with solid dice (i.e. drop 2D+1 to a simple 2D Speed code). This should get you close to what is represented in the 1E game. kph/Speed Code 10/-4D 15/-3D+2 20/-3D+1 25/-3D 30/-2D+2 40/-2D+1 56/-2D 60/-1D+2 70/-1D+1 75/-1D 80/-2 90/-1 100/0D 130/+1 160/+2 200/1D 230/1D+1 260/1D+2 300/2D 330/2D+1 360/2D+2 100/3D 430/3D+1 460/3D+2 500/4D 530/4D+1 560/4D+2 600/5D 650/5D+1 750/5D+2 800/6D 850/6D+1 950/6D+2 1000/7D 1050/7D+1 1150/7D+2 1200/8 D 1250/8 D+1 1300/8 D+2 1350/9D 1400/9D+1 1450/9D+2 1500/10D VEHICLE TYPE CHART +1D Landspeeders -7D Cloud Cars +1D Sail Barges 0D Skiffs 0D Speeder Bikes 0D Swoops +3D+2 Walkers +2D Tracked +1D+2 Wheeled +2 Glider +2D Hover -2D+1 Airspeeder So, 2E says and AT-AT has Move 60 kph. We look up 60 on the kph chart and get -1D+2. Then, we add in the vehicle modifier type, which is +3D +2. We remove the +2 pips and 1D, to get a Speed code 2D. One more example: I'm going to use the Bespin Motors Storm IV Cloud Car. The reason I picked this one is because the stats written in the 2E core rulebook do not match exactly those in the 1E Sourcebook as all the other examples have. This happens. Consider it variety of different models--maybe different model years of the same type of craft. First off, notice that Crew and Passenger ratings are slightly different between the two sets of stats. Body strength is vastly different. Maybe there's a typo in the 2E book. The 1E version seems more likely. Or, maybe the 2E version is just an armored model. Damage from the double blaster canon is vastly different. And, the flight ceiling (altitude range) is vastly different. But, let's figure a Speed code. The speeder's Move is 1500 kph, so that's a starting point of 10D. Using the Vehicle Type Chart, we reduce that by -7D, making the Speed Code 3D. Which is spot on with what the 1E Sourcebook says.
  13. STARSHIP SPEED CODE CONVERSION All of the 2E stats for starships are used in 1E (2E includes extra information that should be ignored in 1E games) except for the Space number, which refers to the 2E space movement system. These numbers need to be converted to Speed codes for 1E games. For quick conversion, use the chart below to quickly convert 2E statted vessels for 1E use. Space/Speed Code 2/1D (1D+1) 3-4/2D (1D+2, 2D+1) 5-6/3D (2D+2, 3D+1) 7-8/4D (3D+2, 4D+1) 9-10/5D (4D+2, 5D+1) 11-12/6D (5D+2) How To Use This Chart If you see that the Space code for the stock YT-1300 transport is Space 4, you look on the chart above and see that equates to a Speed Code 2D. The Speed Codes in parentheses give you a choice to customize the number a bit lower or sometimes higher. The Nebulon B Frigate has Space 4, so its also has Speed 2D. The X-Wing has Space 8, so it's 1E Speed code is Speed 4D. The TIE/In has Space 10, so it has Speed 5D.
  14. Interpreting Rolls There's a quick little optional rule on page 30 that gives you a rulebook reason to do cool, Star Warsy stuff in the game.  Check it out.  Interpreting Rolls. Remember in TFA, Chewie gets hit, but he's still standing, when the rules say that any hit should send the victim to the ground.  Using that page 30 rule, the GM could look at the high STR roll that Chewie made and rule that Chewie is still going to suffer from the Wound, as per the damage description, except that the Wookiee is strong enough to keep from going down. This may not happen all the time; it only happens when Chewie rolls really high compared to damage. Another idea:  The PC rolls extremely high damage on a stormtrooper hit.  Apply damage normally, but blow off a piece of that trooper's armor.  "Oh man!  Your bolt struck him right in the forehead!  It blew off his helmet, splitting the helm into two pieces!" Players like that sort of thing.  The visuals are great.  But, don't forget to occasionally do the same on the PCs. I noticed that when Lando got hit in Solo, and when Chewie got hit in TFA, both were pretty much out of action at that point.  They were limping, looking like they were in extreme pain, clutching their wounds.  They didn't look like they only took -1D to stats and could soldier on. Leia, on the other hand, when she got hit in RotJ, did go down, but she also seemed like the -1D to stats suited her condition portrayed on the screen.  If you remember, she smiled at Han during their conversation.  This wasn't a woman in extreme pain.  She probably suffered a graze. You can use the page 30 rule for this type of stuff.  Maybe the damage that hit Chewie and Lando was really high, so the GM ruled that they could move after being hit, at a walk only, but they were effectively out of the combat.
  15. Stun Rules are on page 48.  Let's talk about stun for a moment. Question 1:  Is Stun over-powered?   I've seen this argument.  But, I don't think so--not at all.  There's a major difference between Stun damage and normal damage.  With Stun damage, a hit can be ignored.  If you roll a normal "Stun" effect when using the Stun attack type, rolling STR higher than the damage will allow you to ignore the stun damage completely.  That's a huge benefit. What are your thoughts? Question 2:  How does Stun work? We know how blasters work.  Tibanna gas is heated to a plasma state and magnetically fired out the barrel of the weapon.  The plasma bolt is contained in an elongated magnetic bubble.  When it hits, it hits with force and kinetic energy plus heat from the super-heated plasma. Stun has to be some other process entirely.  From what we have seen in A New Hope, when Leia got struck, and the scene with Poe Dameron in The Last Jedi, the stun effect is some sort of beam that fires out of the weapon in a cone shape.  It looks to be shorter range than typical blaster bolts, but the game says the ranges remain the same for either ammo type. Plus, the stun doesn't use tibanna gas.  There's no plasma.  From the movies, I'd guess that the stun is some sort of energy field (inside the cone) the screws with the body's nervous system. This damage type seems to be a function of the blaster's power source only.  Ammo for a blaster is two-fold.  There's the battery pack, and there's the tibanna gas.  Stun seems to use up battery energy.  I would think that the weapon would use up battery power quicker than standard blaster bolts, but the game says combat stats remain the same except for the stun damage results.
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