LibrariaNPCs Freighter Creation Thread

By LibrariaNPC, in Star Wars: Edge of the Empire RPG

Good luck with the search!

I'd like to see more utility craft, myself. Mining, exploration, salvage, survey, etc. Stuff that doesn't necessarily carry lots of stuff or shoot things really hard.

I'm not as familiar with the EU as I'd like, so I don't have a list, but I can put one together if you'd like me to...

Good luck with the search!

I'd like to see more utility craft, myself. Mining, exploration, salvage, survey, etc. Stuff that doesn't necessarily carry lots of stuff or shoot things really hard.

I'm not as familiar with the EU as I'd like, so I don't have a list, but I can put one together if you'd like me to...

If you request it, I can put forth the effort on statting. I'm all for a challenge (when time permits, of course).

Don't remember if I had asked for this or not but could you stat this ship out

http://starwars.wikia.com/wiki/Pelta-class_frigate/Canon

thanks a bunch

With respect, the Pelta-class Frigate is a frigate and not a freighter. It’s also a capital ship. I think there’s a different thread for that.

Have you done stats for the Dynamic Class Freighter? Just about to start my game and was planning on giving the PC's one of these... With a few quirks thrown in seeing as it's soooo old.

Have you done stats for the Dynamic Class Freighter? Just about to start my game and was planning on giving the PC's one of these... With a few quirks thrown in seeing as it's soooo old.

Sure did! the Dynamic was statted in May 2014.

I'm sorry for the delay on the other ships. I had two out of state interviews to prepare for and travel to, as well as a mini reunion with my old gaming group from college at a Renaissance Faire (also out of state).

Hopefully I'll get some ships worked out again real soon!

Don't remember if I had asked for this or not but could you stat this ship out

http://starwars.wikia.com/wiki/Pelta-class_frigate/Canon

thanks a bunch

With respect, the Pelta-class Frigate is a frigate and not a freighter. It’s also a capital ship. I think there’s a different thread for that.

I've actually statted the Pelta as one of my first capital ships. Not truly happy with it, but I'll send it to you once I'm set up at my other PC with my hard drive full of stats.

I also haven't started the threat for Capital Ships yet. Didn't have enough of them statted as they are a true balancing act, and trying to determine the math is a bit of a headache so far.

Would anybody else like to see some Sorosuub products like the Nella and/or Nesst class freighters?

Supercool... Cheers Librarian NPC!

The Nestt, Nella, and the Law patrol craft are on the docket with some scattered notes in my notebook. I'll work on typing them up soon.

Need to fish out my copy of the Firefly RPG to work on the Firefly-class Transport.

Been a bit of a delay due to two interviews this month, with a third coming up next week (which requires out-of-state travel and a demonstration). I haven't forgotten this thread, just life tends to get in the way.

Nesst-class Light Freighter

Era: Rebellion/New Republic

Hull type: Light Freighter

Ship Class: Nesst -class Light Freighter

Manufacturer: SoroSuub Corporation

Hyperdrive: Class 1 (Backup Class 9)

Navcomp: Equipped

Sensor Range: Medium

Ship's Complement: Pilot (Co-pilot optional)

Encumbrance Capacity: 250 (150 tons)

Passenger Capacity: 4

Consumables: 1 month

Cost/Rarity: 30,000 credits/6

Customization Hard Points: 4*

Silhouette: 4

Speed: 3

Handling: -1

Defense: 1/1

Armor: 3

Hull Threshold: 20

System Threshold: 13

Weapons: None*

*Special: The ship is designed without weapons and a power supply that cannot power them as a means of keeping the Empire from squashing it. Before weapons can be installed into a hard point, a new power core will need to be installed, costing no less than 50,000 credits (but no hard points). Utilizing even a simple weapon will force other systems in the ship to shut down or cause the power core to have disastrous consequences.

Notes : The ship seems pretty cut and dry and relatively straightforward. Great hyperdrive at the get-go, but otherwise nothing really special to write home about, especially with a sub-par power core. I left the Hard Points at 4 to give space for weapons if a power core were to be added, as the ship is a bit bigger and would draw pirates for different reasons (cargo instead of some fop with money).

The low System Threshold is due to the bad power core (and associated power setup). I don’t see a point in creating a new attachment for it to make it better, but it HAS crossed my mind (as well as a way to increase consumables) . . .

I made the cost of the power core high enough to warrant a bit of work, Obligation, or more. As always, acquiring an item is half the adventure, making this an interesting replacement ship for a group of poor players. As always, GM caveat will determine final prices.

Oh, and the rarity? It’s not a well-known or famous model from SoroSuub, and it’s not very well loved due to manufacturing flaws, therefore is a bit harder to find.

Edited by LibrariaNPC

Nella 342 Light Freighter

Era: Old Republic (still functioned during the Rebellion)

Hull type: Light Freighter

Ship Class: Nesst -class Light Freighter

Manufacturer: SoroSuub Corporation

Hyperdrive: Class 2 (Backup Class 12)

Navcomp: Equipped

Sensor Range: Medium

Ship's Complement: Pilot

Encumbrance Capacity: 83 (50 tons)

Passenger Capacity: 5

Consumables: 2 months

Cost/Rarity: 22,500 credits used (estimated to be at least 80,000 credits when new)/6

Customization Hard Points: 3

Silhouette: 4

Speed: 3

Handling: -1

Defense: 1/1

Armor: 3

Hull Threshold: 23

System Threshold: 12

Weapons: None

Notes : There isn’t much to work with on this ship besides the stats available from Pirates and Privateers and a short capsule.

The Nella series is out of production. It is an older model, known for its durability and reliability, but the design was discontinued after the market standards were redefined by the YT-1300.

I kid you not, that and a few stats are all we get on page 61 of Pirates and Privateers.

I went with what I had there and my usual rules of thumb on conversions, and ended up with the above. As the ship was discontinued due to the YT-1300 design changing everything, I used that as a guideline to ensure the ship isn’t as good or appealing.

It is a “sturdy” ship, so I made it as durable as the YT-1300, just to be fair, but dropped the System Threshold below it (mostly due to how ancient they are during the Rebellion; we can argue raising it to 13 or 14 when it’s new).

You can easily argue for a 4 th hardpoint, but I don’t think it’d fit with the theme.

Law -class Patrol Craft

Era: Rise of the Empire

Hull type: Scout Vessel/Patrol Craft

Ship Class: Law -class Light Patrol Craft

Manufacturer: Kuat Drive Yards

Hyperdrive: Class 1 (Backup Class 12)

Navcomp: Equipped

Sensor Range: Long

Ship's Complement: 15 (5 gunners); can operate on 4 (pilot, co-pilot, engineer, sensor operator).

Encumbrance Capacity: 415 (250 tons)

Passenger Capacity: 10 (prisoners)

Consumables: 3 months

Cost/Rarity: Not Available For Sale (Estimated at 350,000 credits)/8 ®

Customization Hard Points: 2

Silhouette: 5

Speed: 3

Handling: -2

Defense: 1/1/1/1

Armor: 3

Hull Threshold: 30

System Threshold: 22

Weapons:

2 Chin Mounted Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close])

One Dorsal and One Ventral Mounted Laser Cannon Turrets (Fire Arc Dorsal/Ventral Turret; Damage 6; Critical 3; Range [Close])

Forward mounted Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [short]; Breach 6, Blast 6, Guided 2, Limited Ammo 5, Slow-Firing 1)

Notes : I’m a bit on the fence with some of the stats here. This is a ship that was originally a scout ship and then turned into a patrol craft. I felt long ranged sensors were needed for the purpose, so it has that. I felt that it is a rather awkward looking ship, so it has the -2 Handling (and most Silhouette 5 ships are at -2 Handling).

I’m okay with the speed as it is as fast as most of the others in the Speed 3 category with regards to km/h, and I took a shot in the dark for Hull and System Thresholds (wanted something fitting for a bigger ship, but didn’t want it to be too much as it is a scout vessel).

I used my usual conversion for Encumbrance, as this isn’t meant to haul cargo (like other Silhouette 5 freighters). The rest of it was, honestly, a great deal of eyeballing and fitting it to the fluff.

Edited by LibrariaNPC

Nella 342 Light Freighter

Era: Old Republic (still functioned during the Rebellion)

Hull type: Light Freighter

Ship Class: Nesst -class Light Freighter

Manufacturer: SoroSuub Corporation

Hyperdrive: Class 2 (Backup Class 12)

Navcomp: Equipped

Sensor Range: Medium

Ship's Complement: Pilot

Encumbrance Capacity: 83 (50 tons)

Passenger Capacity: 5

Consumables: 2 months

Cost/Rarity: 22,500 credits used (estimated to be at least 80,000 credits when new)/6

Customization Hard Points: 3

Silhouette: 4

Speed: 3

Handling: -1

Defense: 1/1

Armor: 3

Hull Threshold: 23

System Threshold: 12

Weapons: None

Notes : There isn’t much to work with on this ship besides the stats available from Pirates and Privateers and a short capsule.

The Nella series is out of production. It is an older model, known for its durability and reliability, but the design was discontinued after the market standards were redefined by the YT-1300.

I kid you not, that and a few stats are all we get on page 61 of Pirates and Privateers.

I went with what I had there and my usual rules of thumb on conversions, and ended up with the above. As the ship was discontinued due to the YT-1300 design changing everything, I used that as a guideline to ensure the ship isn’t as good or appealing.

It is a “sturdy” ship, so I made it as durable as the YT-1300, just to be fair, but dropped the System Threshold below it (mostly due to how ancient they are during the Rebellion; we can argue raising it to 13 or 14 when it’s new).

You can easily argue for a 4 th hardpoint, but I don’t think it’d fit with the theme.

For some reason I keep thinking there was more info about it published back in the day. I'll double check my archives if I can find the box later this week...

For some reason I keep thinking there was more info about it published back in the day. I'll double check my archives if I can find the box later this week...

If you do, I'm all ears! I checked Wookieepedia, which didn't have much outside of nothing that it was in Pirates and Privateers and Star Wars Adventures Journal 10 (the latter I believe I don't have around).

Anything else fluff wise to get a better grip on stats would be useful. Otherwise, I just worked with what I had.

I must have been mistaken, because I've drawn a blank so far. I have a few other books I didn't locate but I don't think they had anything in them. I don't have any of the adventure journals anymore so No luck. Sorry.

I must have been mistaken, because I've drawn a blank so far. I have a few other books I didn't locate but I don't think they had anything in them. I don't have any of the adventure journals anymore so No luck. Sorry.

No worries! If you do find anything else, let me know. Otherwise, if you have some feedback to offer based on the fluff and what I have, I'm all ears!

I like what you've got. As you said for the Nesst they could make good replacement ships for groups on a shoestring budget, something interesting when a group needs to grab whatever is in the docking bay to make an escape, or a target for teams engaged in privateering (or outright piracy).

Edited by Andres Vorstal

I need the NCC-1701

I need the NCC-1701

That's a capital ship, and one that I'm not 100% up to working on at this time.

Maybe some ship related advice?

First, according to new canon sources, the Gozanti (or maybe just the Imperial Carrier version?) has a lighter armament than the stats we have from the Age Core and Fly Casual. I figure, if the Gozanti is an anti-pirate civilian escort, and the Empire starts buying them up to convert to assault carriers... while also stripping them of most of their firepower? That's my biggest hangup. I suppose it's possible that extra cargo space takes away some of the power for weapons, but I don't know.

I'm also thinking off two vehicle attachments; enhanced sensors (not hard to figure out, but I'm wondering at how the pricing would work), and external starfighter clamps (again, not hard to figure out what it does, but figuring price and requirements).

Thoughts?

As a mechanic with a lot of interest in ship modification, likely beyond what the current system allows, ship related advice sounds great to me. For instance, on the YT-1300 (our party's current ship) I plan on taking full advantage of the Haynes Manual and its myriad of options for the model of ship. According to the stats it very much seems to be using a 2 cargo / 2 passenger layout as the stock ship. But with using double bunks and a single passenger compartment alone, that frees up enough internal space to increase the Enc cap by about 50%. I realize Enc is more than just physical space, but if it were done, what would happen to the ship's stats? Going the next step, the YT-1300 has a set of external cargo pods that effectively double the cargo capacity of a pure freight model (so double the stock ship, then double that for the pods) which I'm assuming would be a silhouette bump as well as a large drop in handling and speed. The manual does state that extensive engine upgrades are always made when the pods are added. As well as upgrading the landing gear.

To take this another step, what happens if none of those new spaces are used for passenger /or/ cargo? If they're just workshops or armories or medbays, etc. Is there any need to change stats then? What if the (normally) individual pods were connected and insulated and turned into a second deck? Normally these are things that may never happen with a ship because you'd probably need months of design time, but in the YT-1300's case they already exist in universe, the ship is already designed to handle them.

But one more step up, what happens if you do push beyond what a ship is already designed to handle? Say you take one or two cargo pods from an XS Stock Light Freighter and attach them to a YT-1300 at the port/starboard docking ports? Can these (and the previous cargo pods) simply be considered using hardpoints and not effect the stats of the ship? (unlikely) Or would the stats likely plummet so hard they couldn't be balanced out anymore by upgrades elsewhere to power outputs and engines?

I realize a lot of this can be answered with "It's up to your GM.", but I'm more looking for advice than answers lol. Something to go to my GM with to say "I know these are going to be tough, so I've done some homework and have some ideas as a starting point."

If it matters, the primary goal of all this is to squeeze a lot of PCs into one ship comfortably, rather than like sardines. The Gozanti that was mentioned is another option if we can manage to get one, it'll solve our space issues easily. But it'll take some of the fun of ship modding out on my end lol.

Also related, the YT-1300's micro fighter from the Haynes Manual, if it were to be used, how might that be handled? (i can provide info on things if needed)

I just got back from an almost overnight flight from an interview, so I'll have to get back to everyone with more specific details you're asking for later.

Maybe some ship related advice?

What advice are you looking for, exactly?

I'm also thinking off two vehicle attachments; enhanced sensors (not hard to figure out, but I'm wondering at how the pricing would work), and external starfighter clamps (again, not hard to figure out what it does, but figuring price and requirements).

Also related, the YT-1300's micro fighter from the Haynes Manual, if it were to be used, how might that be handled? (i can provide info on things if needed)

Both of these go hand-in-hand. FFG is suggesting using a hand-waving approach with connecting fighters to a ship, and since most fighters already have something similar (attaching to an asteroid, for example), I don't see a need for making it a hard point expenditure for attaching.

As for the YT-1300's micro-fighter, I statted that up in my Starfighter Creation Thread, I haven't looked at the Haynes Manual, so I really can't say much more than that.

I'll read the rest of the posts in better detail when I'm a little more coherent. Been a long couple of days.

Ill get references posted after work then, because the micro fighter doesn't clamp, it turns one of the airlocks into a really small fighter bay lol.

Ok, I think these are the relevant pages. I can add more references to the album as needed but they'll be collected from the net probably instead of the manual.
https://flic.kr/s/aHskofTVHj

I wonder if I should just turn this into a request for "Stock Alternatives" of the YT-1300 as recognized by CEC. With the assumption that the FP is what's listed in the book. And the "Optional Extras" like the cargo pods (which it states these are just the popular versions, so others likely exist), pontoons, mini fighter, and the loader (which I didn't include because it does dock like the fighters you mentioned) could be listed similar to the tail wing on that one fighter in the core book?

Also taking into consideration the YT-1300 is roughly divided into an 8 slice pie, with the center rear two slices permanently taken up by engineering. The other 6 are the modules that can be changed to suit the user. Normally available in Cargo (roughly 1/3 the stock model's Enc Cap each), Passenger (3-6 passengers depending on single or double bunks. Technically 3-5 but meh, and Lounge (Or other living space) options. But that gives you a lot of options by swapping those out. The pie is easiest to see with a center cockpit, but it works out well enough with a side cockpit that I think it works.

The YT's optional armor upgrade from factory is covered by the existing armor attachment. For fluff purposes it can just be mentioned that the YT's armor option 'generally' replaces all windows with armored view screens and cameras, and the cockpit is usually moved to within the hull somewhere. Neither of which I think really needs a stat change beyond the armor itself.

Edited by ladyjulianne