Starship Weapons and Upgrades

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

Hey everybody,

Sorry if i am mistaken(or overread it... :D ) but is there a list with all available weapons for Starships.

For example i want to upgrade my YT-1300 with new weapons.

The Char Generator by OggDude has the option to modify my spaceship, but i cant find any references to the weapons and where they might be listed.

I hope you can help me.

- Dutzen -

  • Core Rulebook (CRB) p. 271: "Upgraded Weapons" attachment for replacing or adding weapons systems and the silhouette size required for each weapon.

Edited by Domingo

Thanks for the quick response.

I appreciate it, but i miss some weapons :/

Your list contains only the "standard" weapons

OggDude has also listed:

  • Light Suppression Cannon
  • Rotary Repeating Blaster
  • and a few more :(

Here's all the vehicle mods minus the standard weapons list (I do need to add those).

http://swrpg.viluppo.net/transportation/vehicleattachments/

I don't know that I've ever seen the ones you list. I also am a Mac user so can't see what you're referencing.

Edited by Aahzmandius_Karrde

OK, so the All Terrain Riot Control Transport has a Light Suppression Cannon. This is found on pg 53-54 of Far Horizons. It's a personal scale weapon mounted on a vehicle though. Something tells me that they'll all be that way.

And ya, the Rotary Repeating Blaster is found in Arda (also on pg 54) and is personal scale as well.

Worth mentioning that there's nothing that says you can't mount personal scale weapons to vehicles too using the same rules.

Worth mentioning that there's nothing that says you can't mount personal scale weapons to vehicles too using the same rules.

Just Remember,They Will Only Do 1 Damage Per 10 Against A ship

Thanks for the quick response.

I appreciate it, but i miss some weapons :/

Your list contains only the "standard" weapons

OggDude has also listed:

  • Light Suppression Cannon
  • Rotary Repeating Blaster
  • and a few more :(

Yeah, sorry. I only included the EotE material that I have access to, and I was unaware of the Light Suppression Cannon in Far Horizons since it was not listed separately as an weapon/attachment for purchase.

Unfortunately, I am a Mac user as well, so I cannot bask in the greatness that is OggDude's Char Generator. One of the guys I play with has it, and I'm jealous...but not jealous enough to run a parallel for my Mac. ;)

Worth mentioning that there's nothing that says you can't mount personal scale weapons to vehicles too using the same rules.

Just Remember,They Will Only Do 1 Damage Per 10 Against A ship

I said vehicle not ship, expand your horizons, there's lots of airspeeders, bikes, groundcars and so on in the setting. Use them. 1 per 10 is more then enough to knock out a speeder in a reasonable amount of time.

More what I was actually thinking though: If you want some anti-infantry firepower to cover your hot landings a heavy rifle is cheaper then even an auto-blaster. And don't get me started on the tactical flexibility of the grenade launcher over a blaster cannon. You can vaporize one guy at a time... I can stun whole squads.

I'm new hear and have a quick question for applying a specific set of mods to a ship.

I recently got the Force and Destiny game and am looking to convert my old SW character (a late New Republic Era Jedi Master) to the new system somehow. He owns a CEC YZ-900 that he's converted into a mobile Jedi training facility, including a library and gym/lightsaber training room. Under the D20 system, I originally sacrificed two of the staterooms (by knocking out the dividing wall between them) to make the gym, converted the conference room into a library (adding shelves for datapads, tomes, and scrolls) and added work tables and tools to the lounge to provide areas for lightsaber construction. The question is, How do I accomplish this under the new rules? What mods are available to do this?

Here is the floorplan of the stock YZ-900 crew/passenger deck (though I do need to squeeze in another two-man stateroom in there):

yz_900_floorplan_ld_by_tramp_graphics-da

And here is the floorplan for the crew/passenger deck of the Jedi Star with the modded rooms:

jedi_star_floorplan_ld_by_tramp_graphics

Edited by Tramp Graphics

I don't think this system really cares what the rooms are actually used for. You're basically moving walls and furniture around -- unless you're actually affecting systems / capabilities, I don't think it'd affect hardpoints.

How much did such mods cost under the old system? I'm thinking of doing somewhat similar, though to a YV-560 -- change some passenger quarters into cargo bays.

What program / resources are you using to make these graphics? I quite like them.

Attachments, for the most part, modify the stats of your ship. They let your weapons do extra damage, or make your ship faster, or hide cargo from inspectors, and so on. Some attachments will also let your ship do something it otherwise couldn't, such as being able to fly it or lock it down using a remote control, or travel underwater, or walk around on the surface of a planet on robotic legs. Cosmetic changes, such as the color or design of your ship, or the configuration of rooms inside the ship, you can make those up yourself (with GM approval). For our game our group wanted to fly around in a YT-2000, so I found a deck plan online that looked cool and we went with that. The description of most light freighters (the recommended player starting ship) include the fact that they are highly customizable, especially freighters built by CEC, so it's not that unusual to have a ship that looks dramatically different from the "stock" version.

There are some cosmetic things that you can buy as attachments, such as luxury cabin spaces or a fully-stocked bar. Those items will give you bonuses when making social skill checks if an NPC is visiting or traveling on your ship. But again, those attachments give your ship some kind of mechanical advantage when it comes to rolling dice, or let your ship do something that a stock version of that ship can't do.

Sometimes making cosmetic changes can be part of the game. We recently had our crew's ship stolen by a Hutt, and it took us a number of sessions before we found it and took it back. In the meantime, the paint was completely stripped off of the outside and the inside of the ship was redone in a nauseating psychedelic pink and orange design. For our crew's sanity and self-respect we're going to get this ship put back to something we're comfortable with. I'm sure our GM will use that as an excuse to deplete the party of some of their funds, and we'll probably have some sequence where we track down and employ someone to do the job and do it right. And if they try to screw us over that may be an adventure hook where we get our revenge on them, and if they have powerful friends we might make new enemies, and so on...

He owns a CEC YZ-900 that he's converted into a mobile Jedi training facility, including a library and gym/lightsaber training room. Under the D20 system, I originally sacrificed two of the staterooms (by knocking out the dividing wall between them) to make the gym, converted the conference room into a library (adding shelves for datapads, tomes, and scrolls) and added work tables and tools to the lounge to provide areas for lightsaber construction. The question is, How do I accomplish this under the new rules? What mods are available to do this?

Ok, so lets hit the key points:

Library

Workbench

Gym

Currently all of these upgrades aren't present in the game, but I think we can make do with what does exist.

The Workbench is where we'll start because it's there. Modifying gear is usually a mechanics check, likewise assembling new gear, be it a rocket launcher or a lightsaber. The easiest solution is just to buy a toolkit and leave it on the ship. That'll confer the "right tool for the job" benefit to anyone working on something there.

If you want to get fancy, you can add an actual shipboard workshop. The details can be found in Special Modification, this might be an interesting option as you can opt for the "research records" bonus to help fill out the "library."

For the library/conference room, there's nothing exact right now. But an interesting analogue might be the "Briefing Auditorium" found in Lead By Example, when can reduce the setbacks caused by certain known conditions on a mission. Narratively the players would be doing research before launching out on an adventure. Additionally, individual manuals exist as individual items, so you can buy those separately and just have them stored in the ship.

The Gym is really the only oddball I'm having trouble with. Offhand I can't think of anything that would feel like a Gym, of confer appropriate bonuses. So for now, you may just play out have a gym. A place that confers no bonuses, but allows a location within the ship to have appropriate encounters and narrative moments that would be best fitting in a gym...

I don't think this system really cares what the rooms are actually used for. You're basically moving walls and furniture around -- unless you're actually affecting systems / capabilities, I don't think it'd affect hardpoints.

How much did such mods cost under the old system? I'm thinking of doing somewhat similar, though to a YV-560 -- change some passenger quarters into cargo bays.

What program / resources are you using to make these graphics? I quite like them.

I don't remember the exact costs. I'd have to go through the D20 starship modification rules from the Starships supplement (I forget its name).

As for the program I used. That's Adobe Illustrator. I just updated the layout for both the stock ship and the Jedi Star to add the missing seventh Stateroom this morning, but the JPG I save is in CMYK so I couldn't upload it to Deviant Art. I'll have to do that Tuesday.

Attachments, for the most part, modify the stats of your ship. They let your weapons do extra damage, or make your ship faster, or hide cargo from inspectors, and so on. Some attachments will also let your ship do something it otherwise couldn't, such as being able to fly it or lock it down using a remote control, or travel underwater, or walk around on the surface of a planet on robotic legs. Cosmetic changes, such as the color or design of your ship, or the configuration of rooms inside the ship, you can make those up yourself (with GM approval). For our game our group wanted to fly around in a YT-2000, so I found a deck plan online that looked cool and we went with that. The description of most light freighters (the recommended player starting ship) include the fact that they are highly customizable, especially freighters built by CEC, so it's not that unusual to have a ship that looks dramatically different from the "stock" version.

There are some cosmetic things that you can buy as attachments, such as luxury cabin spaces or a fully-stocked bar. Those items will give you bonuses when making social skill checks if an NPC is visiting or traveling on your ship. But again, those attachments give your ship some kind of mechanical advantage when it comes to rolling dice, or let your ship do something that a stock version of that ship can't do.

Sometimes making cosmetic changes can be part of the game. We recently had our crew's ship stolen by a Hutt, and it took us a number of sessions before we found it and took it back. In the meantime, the paint was completely stripped off of the outside and the inside of the ship was redone in a nauseating psychedelic pink and orange design. For our crew's sanity and self-respect we're going to get this ship put back to something we're comfortable with. I'm sure our GM will use that as an excuse to deplete the party of some of their funds, and we'll probably have some sequence where we track down and employ someone to do the job and do it right. And if they try to screw us over that may be an adventure hook where we get our revenge on them, and if they have powerful friends we might make new enemies, and so on...

Well, the mods to create the gym/lightsaber training room do have an effect on the ship's stats; the biggest being the change in the passenger capacity of the ship. I sacrifice three two-man staterooms to make the gym and adjoining locker room and showers. This changes the passenger capacity (not including crew; crew quarters are separate) from 14 down to 8. The gym also has a Variable Gravity system separate from the rest of the ship's Artificial Gravity to allow for training under different gravity conditions and the necessary reinforcement for the walls and ceiling (think Mandalorian Iron or Cotorsis or shielding; we don't want to be cutting through the walls with those lightsabers now, do we).

The library should give bonuses to knowledge checks, in particular Lore checks (but also the other Knowledge skills). The vast majority of the data-pads and tomes were copies of Jedi lore from the Jedi Academy.

And, of course, the workshop provides tools and a place to craft and modify lightsabers.

He owns a CEC YZ-900 that he's converted into a mobile Jedi training facility, including a library and gym/lightsaber training room. Under the D20 system, I originally sacrificed two of the staterooms (by knocking out the dividing wall between them) to make the gym, converted the conference room into a library (adding shelves for datapads, tomes, and scrolls) and added work tables and tools to the lounge to provide areas for lightsaber construction. The question is, How do I accomplish this under the new rules? What mods are available to do this?

Ok, so lets hit the key points:

Library

Workbench

Gym

Currently all of these upgrades aren't present in the game, but I think we can make do with what does exist.

The Workbench is where we'll start because it's there. Modifying gear is usually a mechanics check, likewise assembling new gear, be it a rocket launcher or a lightsaber. The easiest solution is just to buy a toolkit and leave it on the ship. That'll confer the "right tool for the job" benefit to anyone working on something there.

If you want to get fancy, you can add an actual shipboard workshop. The details can be found in Special Modification, this might be an interesting option as you can opt for the "research records" bonus to help fill out the "library."

For the library/conference room, there's nothing exact right now. But an interesting analogue might be the "Briefing Auditorium" found in Lead By Example, when can reduce the setbacks caused by certain known conditions on a mission. Narratively the players would be doing research before launching out on an adventure. Additionally, individual manuals exist as individual items, so you can buy those separately and just have them stored in the ship.

The Gym is really the only oddball I'm having trouble with. Offhand I can't think of anything that would feel like a Gym, of confer appropriate bonuses. So for now, you may just play out have a gym. A place that confers no bonuses, but allows a location within the ship to have appropriate encounters and narrative moments that would be best fitting in a gym...

Yeah, I don't have any of those books (just the Force & Destiny core book), so if you can provide more details that'd be great.

When I did these mods in D20, (and as seen it the floorplans) the workshop has enough benches and tool kits for up to four individuals to work simultaneously.

Of course, I don't need the diffculties and such for doing the mods, themselves since these mods were already done to the ship already while playing under the D20 rules. It's more a matter of having the actual rules and bonuses, effects etc. for actually having these mods under the new system, as well as the potential costs (should repairs or replacement of components be needed down the line).

I sent you some more details.

One of the big things you may need to work at getting your head around is this system isn't as painfully detailed as D20 tended to get. So things that don't cause a direct and significant impact on the vehicle's performance in combat, or confer a clear and present benefit toward skill checks made aboard the ship are usually not counted. So like the Gym isn't listed yet, and my not confer any bonuses (though I might make is similar to the research lab of a workshop, just with the advantage only being passable to an Athletics or Coordination type check were I going to house rule it).

Adding stuff to vehicles works just like normal gear, you purchase and install an attachment (no mechanics checks needed) and then you can make additional modifications to that attachment (checked). Each attachment has a listed Hardpoint cost and each vehicle a count of available hardpoints. If you can remove stock installed weapons to reclaim HP, or are only allowed to replace them is up to your GM.

Also worth mentioning: Most craft won't necessarily have many available HP. It's important to realize that when you start looking at vehicle operator Specializations they'll usually have at least a few talents that allow the player to change the stats of a vehicle in some meaningful way (adding defense, increasing speed, ect) so the same vehicle piloted by a dedicated pilot who invested in those talents will be able to push the craft, and get results an untalented character can only get through the use of attachments. From a player perspective this means they may want to think things over when buying attachments (an afterburner might not be needed if the pilot has Full Throttle). From the GM side of things when making those Rival and Nemesis vehicle operators you can use those talents to allow them to really push low HP vehicles past their base stats and turn an apparently ho-hum craft into something nastier without needing to mod the snot out of them.

The FFG Star Wars Role-Playing Game is much more free-form and theater-of-the-mind than previous versions of an SWRPG that I’ve seen from other publishers.

Those other games are much more tactical in nature, and this one is much more focussed on trying to give you the tools you need to help make the game as fun as possible for everyone involved, while also making it as cinematic as possible. This is very much by design.

So, a lot of stuff is up to your imagination and talking to your GM about what you can work out.

Your ship drawings don’t necessarily have to change at all. And your prose description of the ship doesn’t necessarily have to change, at least not much. The specific attributes like speed, handling, default weapons loadouts, etc… will be different, of course.

But beyond that, you can flavor things pretty much however you want them, and so long as the GM agrees, that’s all that’s required — no specific rules necessary.

IMO, this is one of the biggest hurdles of switching to the FFG SWRPG — you have to unlearn everything you’ve learned before about how to role-play in this galaxy, and start thinking more about what goal you want to achieve and less about the particular specific details of precisely while rules on which pages of which rulebooks you’re going to have to gerry-mander through in order to get to where you want to go.

Worth mentioning that there's nothing that says you can't mount personal scale weapons to vehicles too using the same rules.

Just Remember,They Will Only Do 1 Damage Per 10 Against A ship

But do they have the same difficulty when shooting at smaller targets as if you would use a vehicle scale weapon? It would'nt be complete illogical to me to treat them as personal scale and therefor use the rules for combat mentioned there (Including Range Bands and difficulty) - so small weapons on vehicles would make sense for close quarter defense. Like a machinegun on a present day tank.

I sent you some more details.

One of the big things you may need to work at getting your head around is this system isn't as painfully detailed as D20 tended to get. So things that don't cause a direct and significant impact on the vehicle's performance in combat, or confer a clear and present benefit toward skill checks made aboard the ship are usually not counted. So like the Gym isn't listed yet, and my not confer any bonuses (though I might make is similar to the research lab of a workshop, just with the advantage only being passable to an Athletics or Coordination type check were I going to house rule it).

Adding stuff to vehicles works just like normal gear, you purchase and install an attachment (no mechanics checks needed) and then you can make additional modifications to that attachment (checked). Each attachment has a listed Hardpoint cost and each vehicle a count of available hardpoints. If you can remove stock installed weapons to reclaim HP, or are only allowed to replace them is up to your GM.

Also worth mentioning: Most craft won't necessarily have many available HP. It's important to realize that when you start looking at vehicle operator Specializations they'll usually have at least a few talents that allow the player to change the stats of a vehicle in some meaningful way (adding defense, increasing speed, ect) so the same vehicle piloted by a dedicated pilot who invested in those talents will be able to push the craft, and get results an untalented character can only get through the use of attachments. From a player perspective this means they may want to think things over when buying attachments (an afterburner might not be needed if the pilot has Full Throttle). From the GM side of things when making those Rival and Nemesis vehicle operators you can use those talents to allow them to really push low HP vehicles past their base stats and turn an apparently ho-hum craft into something nastier without needing to mod the snot out of them.

I sent you some more details.

One of the big things you may need to work at getting your head around is this system isn't as painfully detailed as D20 tended to get. So things that don't cause a direct and significant impact on the vehicle's performance in combat, or confer a clear and present benefit toward skill checks made aboard the ship are usually not counted. So like the Gym isn't listed yet, and my not confer any bonuses (though I might make is similar to the research lab of a workshop, just with the advantage only being passable to an Athletics or Coordination type check were I going to house rule it).

Adding stuff to vehicles works just like normal gear, you purchase and install an attachment (no mechanics checks needed) and then you can make additional modifications to that attachment (checked). Each attachment has a listed Hardpoint cost and each vehicle a count of available hardpoints. If you can remove stock installed weapons to reclaim HP, or are only allowed to replace them is up to your GM.

Also worth mentioning: Most craft won't necessarily have many available HP. It's important to realize that when you start looking at vehicle operator Specializations they'll usually have at least a few talents that allow the player to change the stats of a vehicle in some meaningful way (adding defense, increasing speed, ect) so the same vehicle piloted by a dedicated pilot who invested in those talents will be able to push the craft, and get results an untalented character can only get through the use of attachments. From a player perspective this means they may want to think things over when buying attachments (an afterburner might not be needed if the pilot has Full Throttle). From the GM side of things when making those Rival and Nemesis vehicle operators you can use those talents to allow them to really push low HP vehicles past their base stats and turn an apparently ho-hum craft into something nastier without needing to mod the snot out of them.

Edited by Tramp Graphics

That's the problem: most of the workshop stuff, including cost, is "GM's discretion". It just replaces a room. It does say with GM's permission you can use a hardpoint to add an additional Advanced Benefit beyond the built-in 3. I'd say for a ship that size you could do this at least twice, but that's just me.

Droid brains are easier to answer! Autopilot and Astrogation Droid Brains are both found in Fly Casual, and Gunner Droid Brain is found in Special Modifications. Thankfully none of them take up hardpoints, so it's just a matter of cost. 6000, 7500, and 7000 respectively (rarity 5, 6, and 6). Each rolls 2 green dice for their respective skill (Piloting, Astrogation, and Gunnery obviously), and have 2 increase the skill modification options. They can also assist a player. The best part is the Autopilot and Astrogation are known to bicker with each other, and the Gunner can be antagonistic/hostile in attitude, which can all lead to hilarious conversations.

Me, I'd like to know if anyone has any general ideas about converting passenger quarters to/from cargo bays, roughly how much encumbrance is gained/lost. I'm leaning toward 10-20 each, but I'm open to input.

Yeah, with the Jedi Star, the workshop equipment is simply added to the lounge. The couches and holochess table and such are still there. The room is big enough to accomodate it all, as evident in the floorplan.

Edited by Tramp Graphics

You could build the interior of the ship as a base from Desperate Allies. They include Training Facilities and Libraries for cost and effect. You just need to GM handwave how many base mods can be inserted into your ship. I would base it on silhoutte, then allow the base mods to add cargo area and passenger rooms.

You could build the interior of the ship as a base from Desperate Allies. They include Training Facilities and Libraries for cost and effect. You just need to GM handwave how many base mods can be inserted into your ship. I would base it on silhoutte, then allow the base mods to add cargo area and passenger rooms.

Nah. I prefer sticking with proper starship mods.

FYI. Here's the updated floorplans for the crew/passenger decks of a stock YZ-900 and Jedi Star:

yz_900_floorplan_ld_by_tramp_graphics-da

jedi_star_floorplan_ld_by_tramp_graphics

And here's the cross section:

yz_900_cross_section_by_tramp_graphics-d

Edited by Tramp Graphics

Worth mentioning that there's nothing that says you can't mount personal scale weapons to vehicles too using the same rules.

Just Remember,They Will Only Do 1 Damage Per 10 Against A ship

But do they have the same difficulty when shooting at smaller targets as if you would use a vehicle scale weapon? It would'nt be complete illogical to me to treat them as personal scale and therefor use the rules for combat mentioned there (Including Range Bands and difficulty) - so small weapons on vehicles would make sense for close quarter defense. Like a machinegun on a present day tank.

I assumed it's based on mounting.

A weapon that's integrated with the vehicle and controlled remotely or through a specific station (driver, gunner, ect) uses vehicle difficulties. So the blaster on a speederbike, or IRL the coaxial machine gun mounted next to a tank's main cannon. Range would still be used though in determining things like max range and applying talents like sniper shot.

A weapon that's pintle mounted, like the machine gun mounted up top next to a tank's hatch that's directly manipulated by the commander would fire like any other personal weapon, ranges difficulties and all.

For a better idea of what I'm looking for with the the Jedi Star's lightsaber training room (more accurately, a Dojo ), is the dojo from Star Wars Rebels Episode 17 starting at 9:58, though with not quite so high of a ceiling.

Here is an actual shot of the Jedi Star's Lightsaber Dojo,

korath_lorren_master_jedi_by_tramp_graph

There are two cabinets for storing various equipment, including training remotes. The wall racks hold a total of 48 lightsabers of varying design, all with Training settings. There's a heavy punching bag in the corner by the door to the changing room and showers. The Scrolls in back each list the ancient version of the Jedi Code. They read:

Emotion yet Peace

Ignorance yet Knowledge

Passion yet Serenity

Chaos yet Harmony

Death yet the Force

The overall room is 5 meters by 6 meters, with the main floor taking up 6 meters by 4 meters with a ceiling height of 3 meters. The only way to go higher would be to cut into the cargo hold above and block that section off. However, unless you're doing a lot of aerial acrobatics, you don't really need a 5 to 6 meter high ceiling.

So, what do you guys think would be the equivalent mods for this, and what would be the HP cost?