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Cheapy the Hutt

Post/Critique Homebrew Starship Stats

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Oh, I just pulled those quickly off Wookieepedia when transferring from my documents. I'd be interested in what adjustments you make if you copy them, I'd like to get input so I can apply more revisions to my other ships and post them soon.

 

The thing I would be cautious with is Encumbrance, I just did a write up on YV-929 and had a good sized encumbrance but when I saw it in the AoR Beta book it only had 80 Encumbrance which I found suprizing considering its size.

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Oh, I just pulled those quickly off Wookieepedia when transferring from my documents. I'd be interested in what adjustments you make if you copy them, I'd like to get input so I can apply more revisions to my other ships and post them soon.

 

The thing I would be cautious with is Encumbrance, I just did a write up on YV-929 and had a good sized encumbrance but when I saw it in the AoR Beta book it only had 80 Encumbrance which I found suprizing considering its size.

They may have reverted to figures more similar to the pre update Edge Beta.

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Shouldn't the concussion missile launcher of the YKL-37R Nova Courier be at least linked-1?

Dont see why it would, it only says there is one launcher.

 

In wookipedia says "3 concussion missile launchers" also in the Saga edition of the Star Wars game, this ship appears with 3 concussion missile launchers and 12 missiles per tube.

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I got one for the V-wing, just made a few adjustments:

 

180px-CloneFlightSquadSevenVwings.jpg

Alpha-3 Nimbus V-Wing

Hull type: Starfighter

Ship Class: V-wing

Manufacturer: Kuat Systems Engineering

Hyperdrive: None

Navcomp: No

Sensor Range: Close

Ship's Complement: One pilot, one astromech

Encumbrance Capacity: 8

Passenger Capacity: 0

Consumables: One day

Cost/Rarity: 45,000 cr / 5

Customization Hard Points: 0

Silhouette: 3

Speed: 5

Handling: 2

Defense: 1/0

Armor: 2

Hull Threshold: 8

System Threshold: 9

Weapons:

Swivel-mounted dual laser cannons: (fire arc: forward, Close range) 6 Damage, 3 Crit, Linked 1

 

Later Imperial models apparently omitted the astromech port; I'd swap it for a hardpoint on such a variant.

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I like that V-wing write up.  Cost is between a cloakshape & Z-95.  However I lowered system strain by 1 and changed the laser canons to 'light' as I feel all the clone wars era stuff prob not packin as much firepower as more modern craft.

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I like that V-wing write up.  Cost is between a cloakshape & Z-95.  However I lowered system strain by 1 and changed the laser canons to 'light' as I feel all the clone wars era stuff prob not packin as much firepower as more modern craft.

See, I felt that the twin laser cannons would be justifiable as a pair of 6 damage weapons, rather than 5 with Linked 3, for example. Looks to me like a ship with a lot of firepower. Also the V-wing seems rugged enough to have extra strain, but I guess 8 works too.

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I know it'd be about 3600 years old, but I'd love to see a write-up for the XS Stock Light Freighter.

 

I'm actually working on the XS, Mantis, Fury, and the Dynamic-class Freighter for one of my players. I have some of the preliminary notes, but I don't think they're anything special just yet. . .

 

 

I'm also working on a few fighters as well (I was beat to the Toscans, but the Starchaser, Zebra, and Manta-class Fighter are on the docket), as I'm not even going to TRY to touch capital ships until I have Age of Rebellion in hand to see how they're handling Star Destroyers. . .

 

Hopefully I'll get the chance to work on that later tonight; work has been busy, and that's the majority of my time to write stuff for this.

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As promised, here's my write-up for the XS Freighter. The description on The Old Republic Holonet and Wookieepedia are pretty slim, so I had to make some guesses here.

 

The ship is really going to be a YT with a slew of modifications. Here's what I have:

 

250px-XS_stock_light_freighter.png

 

XS Stock Light Freighter

 

Hull type: Freighter

Ship Class: XS Light Freighter

Manufacturer: Corellian Engineering Corporation

Hyperdrive: Class 3; Class 12 Backup

Navcomp: Yes

Sensor Range: Short

Ship's Complement: One pilot; Co-pilot and 2 gunners (optional)

Encumbrance Capacity: 100 (+25 in Smuggling Compartments)

Passenger Capacity: 6

Consumables: Two Months

Cost/Rarity: 125,000 / 5

Customization Hard Points: 3

Silhouette: 4

Speed: 4

Handling: +1

Defense: 1/1

Armor: 3

Hull Threshold: 25

System Threshold: 15

Weapons:

One Dorsal and One Ventral Turrent Mounted Medium Laser Cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1*)

One Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [short]; Breath 4, Blast 4, Guided 3, Limited Ammo 6, Slow-Firing 1).

 

*These weapons may be set to forward firing and can be fired from the cockpit. Should this occur, the Linked quality may be used.

Note: This ship comes "standard" with smuggling compartments.

 

 

 

That's the first freighter I've put together without having another game as guidelines. Any input?

I wanted to build it to be as close to the description as possible, but I'm not certain how close I am to the mark. Any input would be appreciated.

 

 

I also wrote up the Mantis, which I'll try to get posted later tonight or sometime tomorrow.

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You are far too generous with the stats and pricing on the XS Stock Freighter.  Current stats it could easily go for 225-250k or MORE.

 

None of the light freighters in the book have over 3 speed stock, none of them have above 0 handling.  Not even the patrol craft like Firespray or Skipray have over 0 base handling.

 

Also, this is all assuming you are playing in the Old Republic era campaign.  Ship model is a thousand years old and is loosely what the YT series was based off of, so no reason why their stats would be worse.

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That's close to how my write-up was looking, except I gave it a class 2 primary hyperdrive/class 14 backup, a larger Encumbrance since it's a larger ship, and a higher SS/HT thresholds again because it's a larger ship than the much newer/smaller YT lines. To me that was a good way of reflecting that it's a bigger ship. I almost put it at Silhouette 5, with a notation that it can use Silhouette 1-4 Maneuvers with an additional Setback Die, and any such maneuvers that generate System Strain generate an additional point. *shrug*

 

Technically the stock turrets are dorsal and lateral (port), with the option to add a ventral turret. The dorsal turret would have a fire arc of all and the lateral a fire arc of all except starboard...seems like they would always be Linked 1, but makes sense that you can only fire forward if shooting from the cockpit (unless I missed the reasoning for the footnote? Was it just to note that Linked can be applied whether they're fired from the cockpit OR the gunnery stations?).

 

Nice touch with stock smuggling compartments! How would you price it used (can't seem to find a rule on that)?

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Also, this is all assuming you are playing in the Old Republic era campaign.  Ship model is a thousand years old and is loosely what the YT series was based off of, so no reason why their stats would be worse.

The one reason I can see some YT stats being worse is miniaturization. YT freighters are quite a bit smaller than the XS. The XS is closer in length to a Wayfarer. This is maybe a thing that should be covered under Silhouette, but I think a faster hyperdrive and, narratively, the ability to fit into smaller places is a boon. And if the ship is smaller, it makes sense for it to have less armor, HT, and SS than a old ship that was designed for the same purpose but lacked the miniaturization technology available today.

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You can find my initial takes on the SWTOR starship here. Very earlier conversions, and should probably be tweaked slightly. I did make them with a SWTOR-style campaign in mind, which is why they have a tad more than the normal defence for their kind of ships.

I'll take a look at these later on; I still want to post the notes from the D5 I wrote up during my break (but didn't type), and then do a comparison if you're game for that.

 

 

You are far too generous with the stats and pricing on the XS Stock Freighter.  Current stats it could easily go for 225-250k or MORE.

 

None of the light freighters in the book have over 3 speed stock, none of them have above 0 handling.  Not even the patrol craft like Firespray or Skipray have over 0 base handling.

 

Also, this is all assuming you are playing in the Old Republic era campaign.  Ship model is a thousand years old and is loosely what the YT series was based off of, so no reason why their stats would be worse.

 

Pricing is an issue I'm dealing with in general. I don't have guidelines for it like I had in previous SW games, and since we only have a few ships that are drastically different from each other, I'm having a hard time pricing things that fall between or are inherently "better." If you know of any guidelines, or have some input, here's the thread I started on that topic.

 

As for the "generous" stats: I was trying to follow the guidelines from the description. It is described as being able to outrun most ships, has good manueverability, and plentiful cargo. I would assume that CEC wasn't afraid to have a ship capable of that during a major war where transports could be targeted, so they didn't really cut back on the expenses and had a "stock" ship that wouldn't need as many mods (thus the low customization points).

 

As for ships being "worse," this is always a hot debate topic. While Star Wars is known for the static technology, we do see a few differences, whether by aesthetics or sheer changes.

 

For example, miniturization has improved, droids become more advanced, computer interfaces get more complex, and weapon outputs increase little by little.

 

With the design I offered for the XS, it's going to be on the bulkier side of a Silhouette 4, smaller cargo than a YT, maybe not as aerodynamic in atmosphere (setback die, anyone, or use it as a challenge?), and a bit slower in hyperspace (as, IIRC, most RPGs statted Old Republic ships with slower hyperdrives than "current" as a standard thing as the technology improved or was cheaper to produce).

 

 

Just my two cents, which is what this forum is for, after all.

 

 

 

That's close to how my write-up was looking, except I gave it a class 2 primary hyperdrive/class 14 backup, a larger Encumbrance since it's a larger ship, and a higher SS/HT thresholds again because it's a larger ship than the much newer/smaller YT lines. To me that was a good way of reflecting that it's a bigger ship. I almost put it at Silhouette 5, with a notation that it can use Silhouette 1-4 Maneuvers with an additional Setback Die, and any such maneuvers that generate System Strain generate an additional point. *shrug*

 

Technically the stock turrets are dorsal and lateral (port), with the option to add a ventral turret. The dorsal turret would have a fire arc of all and the lateral a fire arc of all except starboard...seems like they would always be Linked 1, but makes sense that you can only fire forward if shooting from the cockpit (unless I missed the reasoning for the footnote? Was it just to note that Linked can be applied whether they're fired from the cockpit OR the gunnery stations?).

 

Nice touch with stock smuggling compartments! How would you price it used (can't seem to find a rule on that)?

 

As noted, the Class 3 was just my nod to the older RPGs that gave older ships a slower hyperdrive than we see during the Galactic Civil War.

 

I cut the Encumbrance and Modifications down to denote the better aspects it was given and the difference in miniturization. From what we see of the ship in the game, I thought Silhouette 5 didn't make sense, so I went with the bulkier 4. I have no qualms with adding setback dice to manuevers for it, but it just didn't feel "right" with the way it's designed.

 

Thanks for pointing out the note on the turrets. My brain registered them as being Dorsal and Ventral due to a lot of other CEC ships being that way. Still, I do think it stands as it is pretty well in that regard.

 

My reasoning for the footnote was that Linked only kicks in when they are locked in for forward firing and being controlled in the cockpit. With gunners, they only get the one shot and call it good, no linked weaponry (unless, of course, you upgrade the cannons), but they still get the full turret effect.

 

From what I was seeing on the Holonet and Wookieepedia, it claimed the standard had the compartments, so I thought I'd throw that in. Considering that the era was the Cold War, and you could be searched by EITHER side of the war for "contraband," it would make sense to be able to hide your valuables.

 

 

 

But yeah, that's my first ship I statted in FULL (the rest I had previously were just notes, which I'll finalize soon).

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Speaking of the other ships, here's the D5-Mantis I wrote up during my break but didn't have the chance to type up (I'll be comparing it to Jegeryte's later, and leave it here for everyone's perusal).

 

 

250px-D5_Mantis_Patrol_Craft.png

 

D5-Mantis Patrol Craft

 

 

Hull type: Patrol Craft

Ship Class: D5-Mantis Patrol Craft

Manufacturer: Kuat Drive Yards

Hyperdrive: Class 2; Class 12 Backup

Navcomp: Yes

Sensor Range: Short

Ship's Complement: One pilot; Co-pilot, 1-3 gunners (optional)

Encumbrance Capacity: 30

Passenger Capacity: 4 +2 prisoners (may be reconfigured based on needs)

Consumables: One Month

Cost/Rarity: (I'm guessing around 250k?)/ 6 ®

Customization Hard Points: 1

Silhouette: 4

Speed: 3

Handling: 0

Defense: 2/1

Armor: 4

Hull Threshold: 30

System Threshold: 12

Weapons:

Forward Firing Auto-Blaster (Fire Arc Foward; Damage 3; Critical 5; Range [Close]; Auto-Fire)

One Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Breach 4, Blast 4, Guided 3, Limited Ammo 6, Slow-Firing 1).

3* Heavy Laser Cannons (Fire Arc Foward; Damage 7; Critical 3; Range [Close]; Linked 3**)

 

*The Heavy Blaster Cannons are mounted on specialized "Armament Foils" with their own power supply, giving the D5-Mantis the ability to mount weapons as though it were a Silhouette 5 ship. This current loadout can be modified by the organization or individual purchasing the vehicle to suit their needs)

 

**Linked only applies to the current weapon loadout. Removing this option grants +1 Hard Point.

 

 

 

Creator's notes: I set this up as another "slightly larger" Silhouette 4. With the attack foils being able to retract, and a good bit of the width is tied to those foils, I felt as though it could still work as a Silhouette 4. Besides, with the comment that a "surprising number" can fit into a hangar, it made more sense as a 4 than a 5.

I wouldn't object to upping the Silhouette to a 5 and increasing Hull and System Strain to match, but the game it came from made it seem as though it was a smaller ship and much more manueverable.

 

As it stands, it's not as manueverable as a fighter, but it can take a good bit more of abuse and has the potential for heavier armament.

 

The current loadout is "stock," as though it was purchased from Kuat for an organization. Since they are basically small picket ships, I made it a Restricted vehicle.

 

Personally, I see the ship as a larger, deadlier, but slower, cousin to the Skipray Blastboat (which, IMHO, is a bit underpowered in EotE considering it is considered a "capital ship" in ship registries. Maybe I'll do some of the variants for that later. . .).

Edited by LibrariaNPC

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How would you price it used (can't seem to find a rule on that)?

 

Forgot about this in my previous post, but didn't want it to get lost.

 

A good rule of thumb is 25%-70% of the value for a used ship, with tweaks as needed (higher cost for being in "good shape" or being rare, lower price for "defects" like a faulty hyperdrive or a bad reputation). I've seen some ships as low as 2,000 credits (treated as a shuttle, really), so it is all over the place. The older RPGs tended to follow this guideline, so I believe it works pretty well.

Edited by LibrariaNPC

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So, here's a hypothetical: my players want a fancy ship. Not one in the millions, but one that's, on average, 50-100k more than the 3 starting options. Assuming I'm open to letting them get a used ship for, say, half the cost, what kind of mechanical drawbacks would you give it out of the box? I assume they'd be repairable over the long term but not something that could be afforded or done at chargen or soon after without some saving of creds or calling in favors gained in play. 

 

For example: this happened in a group I'm playing in. We wanted a Citadel. Got it with the following drawbacks: (1) any maneuver that generates System Strain (e.g. Punch It) generates double Strain; (2) the hyperdrive is faulty (no actual mechanical definition of this, more of a narrative "it can fail when you need it most," or I assume the GM might just throw Setback dice at me or upgrade Difficulty if we're trying to jump to hyperspace in a tense situation).

 

Mostly looking for other ideas. None of the 3 initial ships interest me much, in part because they're so iconic and I'm just over the YT-1300. But I don't want every used ship to have the same issues all the time. The idea that the Linked quality can only trigger when fired forward from the cockpit is a neat additional quirk in the vein of what I'm thinking.

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So, here's a hypothetical: my players want a fancy ship. Not one in the millions, but one that's, on average, 50-100k more than the 3 starting options. Assuming I'm open to letting them get a used ship for, say, half the cost, what kind of mechanical drawbacks would you give it out of the box? I assume they'd be repairable over the long term but not something that could be afforded or done at chargen or soon after without some saving of creds or calling in favors gained in play. 

 

For example: this happened in a group I'm playing in. We wanted a Citadel. Got it with the following drawbacks: (1) any maneuver that generates System Strain (e.g. Punch It) generates double Strain; (2) the hyperdrive is faulty (no actual mechanical definition of this, more of a narrative "it can fail when you need it most," or I assume the GM might just throw Setback dice at me or upgrade Difficulty if we're trying to jump to hyperspace in a tense situation).

 

Mostly looking for other ideas. None of the 3 initial ships interest me much, in part because they're so iconic and I'm just over the YT-1300. But I don't want every used ship to have the same issues all the time. The idea that the Linked quality can only trigger when fired forward from the cockpit is a neat additional quirk in the vein of what I'm thinking.

 

My approaches to this have been the following:

 

1) Increased Obligation tied to the extra debt the party had to go into for the ship.

 

2) A faulty component. This can lead to it malfunctioning at inopportune times (spend a Dark Side Destiny Point), random faults (roll %), "Turret" only covers one arc, the ship is not as responsive (lowered speed/manuever and/or add a setback die when piloting), or the ship has "permanent damage" (a permanent critical hit, for example).

 

3) Naturally weaker. This can be reduced armor, a +10% on critical rolls, lowered strain/hull, or other options.

 

4) Reputation, story, or something hidden. The ship was owned by someone with a certain reputation; any time the ship arrives somewhere, there's some unwanted attention. Perhaps a smuggler hid something on it and it changed hands many times since then, leaving the party with something valuable, borderline unsellable, and could get them into big trouble for even knowing it's location.

The old d6 version had one that was owned by a smuggler who hid a real and a forgery of a peice of art within the ship, and no one found it yet. Cue story! One I used on my old group was that it was owned by a Bounty Hunter who had quite a few enemies. . .and allies who were not pleased to see his ship piloting by someone else.

 

 

 

That's what I can offer off the top of my head, but be creative with it! It doesn't always have to be mechanical, after all.

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And now here's a favourite of mine: the Manta Class Starfighter!

 

 

250px-Manta-class_Assault_Starfighter.jp

 

Manta-class Assault Starfighter

 

 

Hull type: Starfighter

Ship Class: Manta-class Assault Starfighter

Manufacturer: Tapani Starship Cooperative

Hyperdrive: None

Navcomp: None

Sensor Range: Close

Ship's Complement: One pilot

Encumbrance Capacity: 8

Passenger Capacity: 0

Consumables: One Week

Cost/Rarity: 95,000 credits/6 (5 in the Tapani Sector)

Customization Hard Points: 2

Silhouette: 3

Speed: 3 (5)

Handling: +1 (0)

Defense: 1/1

Armor: 3

Hull Threshold: 9

System Threshold: 9

Weapons:

 

2 Chin-Mounted Light Ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)

2 Wing-Mounted Medium Laser Cannons:  (Fire Arc Foward; Damage 6; Critical 3; Range [Close]; Linked 1)

2 Wing-Mounted Heavy Laser Cannons: (Fire Arc Foward; Damage 7; Critical 3; Range [Close]; Linked 1)

 

 

Note: Takes one maneuver action to calibrate between attack mode (listed stats) and interceptor mode (stats in parenthesis). All weapons except the Ion Cannons are deactivated when in Intercept Mode.

 

 

 

Statter's Note: We only ever see this fighter in the Tapani Sector sourcebooks, so there's not much to work with. That said, the ship was originally statted to be about as fast as a TIE fighter in Intercept Mode, but have shielding, better armor, and many more weapons. I tried to use that and the fluff descriptions to help guide how it was statted out.

 

 

 

Depending on reactions to this, I may get back to statting out a few more fighters. The docket includes the I-7 Howlrunner, the Miy'til fighters from the Hapes Consortium, and a few other scattered ships (include the Chir'daki and the Blade 32's from the X-Wing novels).

 

My frieghters hit a bit of a snag, though. as the two I'm really itching to make are Mon Calamari in design, which makes me consider how to handle the shields. . .

 

More to come soon!

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Good ideas there. I forgot about simply flipping a Destiny Point to trigger something unpleasant on an old ship. Yeah more obligation is always an option, I just wanted something that would be more of a possible day-to-day inconvenience. I'd be more inclined to ask for Obligation in exchange for a new, expensive ship.

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And now, the I-7 Howlrunner

 

250px-Howlrunner_negvv.jpg

I-7 Howlrunner

 

Hull type: Starfighter

Ship Class: I-7 Howlrunner Starfighter

Manufacturer: Incom Corporation

Hyperdrive: None

Navcomp: None

Sensor Range: Close

Ship's Complement: One pilot

Encumbrance Capacity: 8

Passenger Capacity: 0*

Consumables: Two Days

Cost/Rarity: 165,000 credits /6

Customization Hard Points: 3

Silhouette: 3

Speed: 5

Handling: +3

Defense: 1/1

Armor: 3

Hull Threshold: 9

System Threshold: 9

Weapons:

2 Forward Firing Medium Laser Cannons:  (Fire Arc Foward; Damage 6; Critical 3; Range [Close]; Linked 1)

 

 

*A variant can be produced with a second seat for a passenger.

A hyperdrive can be added in exchange for one Customization Hard Point (at an increased cost).

 

 

Statter's Notes: The Howlrunner wasn't too hard to stat, but was tough to keep "balanced." The ship is supposedly SLIGHTLY more advanced than a TIE fighter, with SLIGHTLY better speed and maneuverability, but the weaknesses that causes the same tactics we see in a TIE fighter squadron.

 

There is a note that it is more maneuverable than the X-Wing, but with those stats being contested on the forums (and my lack of the Beta), I just went with the TIE and Z-95 as guidelines.

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