Starship Weapons and Upgrades

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

So, what does The dojo ultimately Do? If all It Does is Give a place to Train, at The cost Of Losing 2 state Rooms, Then Just Reduce The Passenger Capacity And Go On With Your Life. I Know That Workshops From Special Modifications Already Have Rules For Integrating Onto A Ship, Maybe Bases Do Too, I Forget. Workshops Get The Base Ability (Always Considered To Have The Best Took For The Job, And Can Store XEncumbrance Worth Of Equipment In There, can Install Up To 3 Improvements, Then Each additional One Costs A Hard Point. I Can't See How A Workshop Could Really Be Reskinned As A Dojo, But

There's A Baseline For you.

Well, aside from just giving a place to train, it's also got variable gravity separate from the rest of the ship. The walls are also lightly shielded against blasters and lightsabers. The ship also already has a workshop for constructing lightsabers in the lounge.

Three-meter ceilings is not a lot of room for 1.5-2 meter-tall humanoids to swing a 1-2 meter lightsaber or saber-staff. It also means you won't be engaging in any Twin Suns-style dueling, which is a shame because I think it's incredibly awesome. :D

All that aside, I think the point most people are trying to make is that unless you can come up with a game-mechanics reason why the dojo would give a benefit as a sort of workshop/toolkit, it's just a room. It sounds like it's special to you/your character, but by the thus-far-published rules, a dedicated training space offers no benefits. As such, there's no additional cost in terms of credits or hardpoints (within reason; those 48 training lightsabers don't come free).

Edited by SFC Snuffy

Three-meter ceilings is not a lot of room for 1.5-2 meter-tall humanoids to swing a 1-2 meter lightsaber or saber-staff. It also means you won't be engaging in any Twin Suns-style dueling, which is a shame because I think it's incredibly awesome. :D

All that aside, I think the point most people are trying to make is that unless you can come up with a game-mechanics reason why the dojo would give a benefit as a sort of workshop/toolkit, it's just a room. It sounds like it's special to you/your character, but by the thus-far-published rules, a dedicated training space offers no benefits. As such, there's no additional cost in terms of credits or hardpoints (within reason; those 48 training lightsabers don't come free).

3 meters is almost 10' in height (9' 9" to be precise). It's just enough for a standard katana length lightsaber wielded by an average height human. Granted, a great saber would have problems, and I wouldn't suggest sticking a lightsaber straight up over your head with your arm full extended, but still. Given that the ship is a YZ-900, you are limited by the ship's dimensions, and the only way to really get anymore ceiling height, as I said earlier, would be to cut into the cargo hold above. I wouldn't mind getting some Developer's advice on this too.

Edited by Tramp Graphics

I was mostly pointing out the Workshop rules as a baseline. If you think it should give an actual game benefit (slight reinforced against blaster fire and saber blades and independent gravity is mostly just narrative), then the only difference having it would be is 2 state rooms that can't be used, thus decreasing the passenger capacity a little bit. So... there you go, you got it. No HP cost, it would cost some credits but since you already paid for them, you're golden.

I was mostly pointing out the Workshop rules as a baseline. If you think it should give an actual game benefit (slight reinforced against blaster fire and saber blades and independent gravity is mostly just narrative), then the only difference having it would be is 2 state rooms that can't be used, thus decreasing the passenger capacity a little bit. So... there you go, you got it. No HP cost, it would cost some credits but since you already paid for them, you're golden.

Yeah, the HP costs for everything are the real key for this conversion build. Unfortunately, we don't yet have official stats for the YZ-900. the only stats I have found were from here and gives the ship only three hard points, which really doesn't seem right, given that this is a Corellian freighter, which are well noted for their modability. There are other mods I had made in D20 (such as being able to store some speeder bikes in the hold, and link up with a fighter (nor inside though, not enough ceiling height.)I wonder how much (if any) of this would fall under "Luxury Accommodations".

It's not Car Wars where you have to build and tweak the ship piece-by-piece. Cosmetic changes are things you can just do and wave your hand with some flavor text and/or made up back story. Just do what seems cool and fits the story. There is no dojo attachment in the game so there's nothing to use your HPs on. Stop obsessing on it and just go with it.

For those of you who have not read the Ship Art thread, I've started building a 3D model of the YZ-900 with interior layout,

IT's 54.3 meters long, (the only measurement we've been given in canon), 32.5 meters wide, and 10.5 meters high with landing gear extended. Each deck is 2.5 meters high, with the rear half of the upper deck (from the turret gunwells back) being 2.75 meters high since it has a higher ceiling. I've also done a test of the incomplete escape pods in DAZ Studio to see how many people will fit in one. I managed to squeeze in 12 people; add in an overhead compartment, and you'll fit their gear as well.

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Quick question. I'm thinking of making the lower deck floor a separate piece, like the upper deck,lowering the existing floor to follow the contours of the hull more to add space for pipes and conduits under the floor, What are your thoughts on this, good idea or not?

I've gotten some more work done, mainly working on the guns. The original gunner stations really didn't work, so I partially redid them. I also tweeked the shape of the dorsal and ventrall guns and the gunwells proper to, hopefully, make a "little" more room inside the gunwells for the gunners. I've also adjusted the size of the seats in the cockpit as well as the center consol. They were a little too big after I ran a test of the ship in DAZ to see how big it really was. (My God, it's HUGE ). You'd think, Intellectually, you know 54.3 meters is going to be big, but until you actually see it...



Anywhat.



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And, yes, that little "bug" by the landing roam is a 1.8 meter tall human male for scale.


I think I've solved my "lightsaber dojo" problem. Make it a "Workshop", with a skill focus of "lightsaber", basic mods of "right Tools for the Job", and 20 enc space for all of the training equipment (training sabers, remotes, cadence equipment, etc.), and the advanced mods, "Low Gravity (for the variable gravity), Research resources (for techniques), and Additional Space (to allow for multiple students and to allow for general Martial Arts and physical training). That gives the Jedi Star a library (based upon the Briefing room), a lightsaber construction workshop (Shipboard Workshop with a skill focus "mechanics" specialized for Lightsabers), and a lightsaber dojo (Shipboard Workshop with skill focus Lightsaber and Brawl, Melee , or Ahtletics ). What do you guys think?

Here's the final ship stats: The Jedi Star

Edited by Tramp Graphics

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.

A lot of systems are like that, keeping intentional freedom the group and the GM, most of them a lot more than SWRPG, though FFG is really popularising those concepts again, especially in the d&d dominated US market on top of it are the dice mechanics imo great (though a little random on the results)

Three-meter ceilings is not a lot of room for 1.5-2 meter-tall humanoids to swing a 1-2 meter lightsaber or saber-staff. It also means you won't be engaging in any Twin Suns-style dueling, which is a shame because I think it's incredibly awesome. :D

All that aside, I think the point most people are trying to make is that unless you can come up with a game-mechanics reason why the dojo would give a benefit as a sort of workshop/toolkit, it's just a room. It sounds like it's special to you/your character, but by the thus-far-published rules, a dedicated training space offers no benefits. As such, there's no additional cost in terms of credits or hardpoints (within reason; those 48 training lightsabers don't come free).

3 meters is almost 10' in height (9' 9" to be precise). It's just enough for a standard katana length lightsaber wielded by an average height human. Granted, a great saber would have problems, and I wouldn't suggest sticking a lightsaber straight up over your head with your arm full extended, but still. Given that the ship is a YZ-900, you are limited by the ship's dimensions, and the only way to really get anymore ceiling height, as I said earlier, would be to cut into the cargo hold above. I wouldn't mind getting some Developer's advice on this too.

Nope, you are not limited by the ships dimensions. You just add to those dimensions. So for example how the Ghost in Rebels changes just to fit a new ship into their little hangar bay. They cut the fin of their new shuttle, increase the size of the bay a little, add some space here and there … that's all stuff that can be done without costing hardpoints. Increase the ceiling height to 6m is no biggie, you just add a little dome over that room on the hull and that's basically it. Should cost a few thousand credits, similar to patch up a hole in the hull from combat.

Besides, the aft section of the YZ-900 looks like it could have two decks anyway. Add there maybe a little dome, if you want to be stylish (and expensive) you add some transparisteel to it too. No hardpoints for something like this required. Just some mechanic checks, hangar time and some credits.

(The VCX-100 is btw a three deck ship)

edit: Here examples how the rebels crew modified a shuttle to fit into their hangar:

They made this

Sheathipede_class_Shuttle.jpeg

to this

reb_ca_1846_6e7d7c8a.jpeg

Using two or three hardpoints on weapons for it. I guess tree as the hardpoints for the rear arc turrets are to far away and cover different arcs to count as twin-lasers

Edited by SEApocalypse

Three-meter ceilings is not a lot of room for 1.5-2 meter-tall humanoids to swing a 1-2 meter lightsaber or saber-staff. It also means you won't be engaging in any Twin Suns-style dueling, which is a shame because I think it's incredibly awesome. :D

All that aside, I think the point most people are trying to make is that unless you can come up with a game-mechanics reason why the dojo would give a benefit as a sort of workshop/toolkit, it's just a room. It sounds like it's special to you/your character, but by the thus-far-published rules, a dedicated training space offers no benefits. As such, there's no additional cost in terms of credits or hardpoints (within reason; those 48 training lightsabers don't come free).

3 meters is almost 10' in height (9' 9" to be precise). It's just enough for a standard katana length lightsaber wielded by an average height human. Granted, a great saber would have problems, and I wouldn't suggest sticking a lightsaber straight up over your head with your arm full extended, but still. Given that the ship is a YZ-900, you are limited by the ship's dimensions, and the only way to really get anymore ceiling height, as I said earlier, would be to cut into the cargo hold above. I wouldn't mind getting some Developer's advice on this too.

Nope, you are not limited by the ships dimensions. You just add to those dimensions. So for example how the Ghost in Rebels changes just to fit a new ship into their little hangar bay. They cut the fin of their new shuttle, increase the size of the bay a little, add some space here and there … that's all stuff that can be done without costing hardpoints. Increase the ceiling height to 6m is no biggie, you just add a little dome over that room on the hull and that's basically it. Should cost a few thousand credits, similar to patch up a hole in the hull from combat.

Besides, the aft section of the YZ-900 looks like it could have two decks anyway. Add there maybe a little dome, if you want to be stylish (and expensive) you add some transparisteel to it too. No hardpoints for something like this required. Just some mechanic checks, hangar time and some credits.

(The VCX-100 is btw a three deck ship)

edit: Here examples how the rebels crew modified a shuttle to fit into their hangar:

They made this

Sheathipede_class_Shuttle.jpeg

to this

reb_ca_1846_6e7d7c8a.jpeg

Using two or three hardpoints on weapons for it. I guess tree as the hardpoints for the rear arc turrets are to far away and cover different arcs to count as twin-lasers

The YZ-900 does have two decks which run the entire length of the ship. The upper deck is usually the cargo deck, just like on its sister ship, the YZ-775. The lower deck has a ceiling of 2.5 meters, on the 3D model of the ship I've been building in Hexagon. and is where all of the crew and passenger quarters are. The rear portion of the upper deck has a 3 meter ceiling. The front portion is barely 2.5 meters. And in the mid-section it slopes down to either side to less than a meter (which is why using the upper deck for quarters isn't a good idea. Once i've got the model completed, UV mapped and rigged, along with all of its interior parts, I'll be able to actually build an accurate layout for the Jedi Star's interior in 3D.